Author: John Hone
Publisher: Art&
ISBN: 9781919688671
Category : Drakensberg Mountains
Languages : en
Pages : 277
Book Description
Encounters with the Dragon
Author: John Hone
Publisher: Art&
ISBN: 9781919688671
Category : Drakensberg Mountains
Languages : en
Pages : 277
Book Description
Publisher: Art&
ISBN: 9781919688671
Category : Drakensberg Mountains
Languages : en
Pages : 277
Book Description
Seahorses and Sea Dragons
Author: Mary Jo Rhodes
Publisher: Children's Press(CT)
ISBN: 9780516243931
Category : Juvenile Nonfiction
Languages : en
Pages : 56
Book Description
An introduction to seahorses and sea dragons and their world.
Publisher: Children's Press(CT)
ISBN: 9780516243931
Category : Juvenile Nonfiction
Languages : en
Pages : 56
Book Description
An introduction to seahorses and sea dragons and their world.
Dragon by the Tail
Author: John Paton Davies
Publisher: W. W. Norton
ISBN: 9780393332193
Category : Biography & Autobiography
Languages : en
Pages : 468
Book Description
"Excellently written . . . vivid and authoritative" --George F. Kennan
Publisher: W. W. Norton
ISBN: 9780393332193
Category : Biography & Autobiography
Languages : en
Pages : 468
Book Description
"Excellently written . . . vivid and authoritative" --George F. Kennan
Polo and the Dragon
Author: Rgis Faller
Publisher: Macmillan
ISBN: 1596434988
Category : Juvenile Fiction
Languages : en
Pages : 33
Book Description
In this wordless picture book, Polo the dog becomes trapped in the ice and snow while out sailing one day, but a friendly dragon helps him escape.
Publisher: Macmillan
ISBN: 1596434988
Category : Juvenile Fiction
Languages : en
Pages : 33
Book Description
In this wordless picture book, Polo the dog becomes trapped in the ice and snow while out sailing one day, but a friendly dragon helps him escape.
The Dragon Queen
Author: Alice Borchardt
Publisher: Del Rey
ISBN: 0345449509
Category : Fiction
Languages : en
Pages : 603
Book Description
Arthur turned and strode toward us. He was magnificent, and I will never forget that, in that moment, I first loved him. And I believe--had I known what the future held for us: all the trouble, torment, battle, and grief of our lives--I still believe that I would have yielded my heart into his keeping as I did then . . . In a sweeping epic of the imagination, Alice Borchardt enters the wondrous realm of Arthurian legend and makes it her own. The Dragon Queen is the first volume in a trilogy of novels that boldly re-imagines Camelot--and casts Guinevere as a shrewd, strong-willed, magical warrior queen. Born into a world of terrible strife, where war is constant and weapons are never far from the hands of men or women, Guinevere, daughter of a mighty pagan queen, is a threat to her people and a prize to the dreaded sorcerer Merlin. Sent into hiding, she grows up under the protection of a shapeshifting man-wolf and an ornery Druid. But even on the remote coast of Scotland, where dragons feed and watch over her, she is not safe from the all-seeing High Druid Merlin. He knows the young beauty's destiny, and he will stop at nothing to prevent what has been foretold. For if Guinevere becomes Queen and Arthur, King, they will bring a peace to the land that will leave the power-hungry Merlin a shriveled magician in a weary cloak. Yet Guinevere possesses power of her own--dazzling power to rival even that of Merlin. Summoned from her home by forces she cannot fathom, she travels from the Underworld to an Otherworld of the Past, at each step calling on ancient powers to aid her way. When young Guinevere proves her mettle to an embarrassed Merlin, even her faithful dragon protectors cannot prevent the evil that the sorcerer rains down. Seeking revenge, Merlin banishes Arthur to a world from which the only escape is death. Now Guinevere must face Merlin's wrath without him--and prove that she is worthy of being Arthur's Queen. From the glass-roofed Great Hall at Tintigal to the lush garden forts of Wales, Alice Borchardt details the travels of Guinevere in a rich fabric of prose. The Dragon Queen is a novel of great emotional depth, timeless romance, and soul-stirring adventure.
Publisher: Del Rey
ISBN: 0345449509
Category : Fiction
Languages : en
Pages : 603
Book Description
Arthur turned and strode toward us. He was magnificent, and I will never forget that, in that moment, I first loved him. And I believe--had I known what the future held for us: all the trouble, torment, battle, and grief of our lives--I still believe that I would have yielded my heart into his keeping as I did then . . . In a sweeping epic of the imagination, Alice Borchardt enters the wondrous realm of Arthurian legend and makes it her own. The Dragon Queen is the first volume in a trilogy of novels that boldly re-imagines Camelot--and casts Guinevere as a shrewd, strong-willed, magical warrior queen. Born into a world of terrible strife, where war is constant and weapons are never far from the hands of men or women, Guinevere, daughter of a mighty pagan queen, is a threat to her people and a prize to the dreaded sorcerer Merlin. Sent into hiding, she grows up under the protection of a shapeshifting man-wolf and an ornery Druid. But even on the remote coast of Scotland, where dragons feed and watch over her, she is not safe from the all-seeing High Druid Merlin. He knows the young beauty's destiny, and he will stop at nothing to prevent what has been foretold. For if Guinevere becomes Queen and Arthur, King, they will bring a peace to the land that will leave the power-hungry Merlin a shriveled magician in a weary cloak. Yet Guinevere possesses power of her own--dazzling power to rival even that of Merlin. Summoned from her home by forces she cannot fathom, she travels from the Underworld to an Otherworld of the Past, at each step calling on ancient powers to aid her way. When young Guinevere proves her mettle to an embarrassed Merlin, even her faithful dragon protectors cannot prevent the evil that the sorcerer rains down. Seeking revenge, Merlin banishes Arthur to a world from which the only escape is death. Now Guinevere must face Merlin's wrath without him--and prove that she is worthy of being Arthur's Queen. From the glass-roofed Great Hall at Tintigal to the lush garden forts of Wales, Alice Borchardt details the travels of Guinevere in a rich fabric of prose. The Dragon Queen is a novel of great emotional depth, timeless romance, and soul-stirring adventure.
Slaying Dragons
Author: Daniel Kolenda
Publisher:
ISBN: 1629996572
Category : Religion
Languages : en
Pages : 228
Book Description
The supernatural realm is very real, and it directly impacts our day-to-day lives. Often spiritual battles lie behind our everyday struggles. Though the spiritual world is invisible, we are not unaware of the enemy’s schemes. Through God’s Word and the power of the Holy Spirit we are equipped to be more than conquerors through Christ!
Publisher:
ISBN: 1629996572
Category : Religion
Languages : en
Pages : 228
Book Description
The supernatural realm is very real, and it directly impacts our day-to-day lives. Often spiritual battles lie behind our everyday struggles. Though the spiritual world is invisible, we are not unaware of the enemy’s schemes. Through God’s Word and the power of the Holy Spirit we are equipped to be more than conquerors through Christ!
The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
The Dragon Reborn
Author: Robert Jordan
Publisher: Tor Books
ISBN: 1429960167
Category : Fiction
Languages : en
Pages : 711
Book Description
The Wheel of Time is now an original series on Prime Video, starring Rosamund Pike as Moiraine! In The Dragon Reborn, the third novel in Robert Jordan’s #1 New York Times bestselling epic fantasy series, The Wheel of Time®, Rand al’Thor undertakes a journey to prove himself worthy of being the Champion of Light. Winter has stopped the war—almost—yet men are dying, calling out for the Dragon. But where is he? Rand al’Thor has been proclaimed the Dragon Reborn. Traveling to the great fortress known as the Stone of Tear, he plans to find the sword Callandor, which can only be wielded by the Champion of Light, and discover if he truly is destined to battle The Dark One. Following Rand, Moiraine and their friends battle Darkhounds on the hunt, hoping they reach the Heart of the Stone in time for the next great test awaiting the Dragon Reborn. Since its debut in 1990, The Wheel of Time® by Robert Jordan has captivated millions of readers around the globe with its scope, originality, and compelling characters. The last six books in series were all instant #1 New York Times bestsellers, and The Eye of the World was named one of America's best-loved novels by PBS's The Great American Read. The Wheel of Time® New Spring: The Novel #1 The Eye of the World #2 The Great Hunt #3 The Dragon Reborn #4 The Shadow Rising #5 The Fires of Heaven #6 Lord of Chaos #7 A Crown of Swords #8 The Path of Daggers #9 Winter's Heart #10 Crossroads of Twilight #11 Knife of Dreams By Robert Jordan and Brandon Sanderson #12 The Gathering Storm #13 Towers of Midnight #14 A Memory of Light By Robert Jordan and Teresa Patterson The World of Robert Jordan's The Wheel of Time By Robert Jordan, Harriet McDougal, Alan Romanczuk, and Maria Simons The Wheel of Time Companion By Robert Jordan and Amy Romanczuk Patterns of the Wheel: Coloring Art Based on Robert Jordan's The Wheel of Time At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Books
ISBN: 1429960167
Category : Fiction
Languages : en
Pages : 711
Book Description
The Wheel of Time is now an original series on Prime Video, starring Rosamund Pike as Moiraine! In The Dragon Reborn, the third novel in Robert Jordan’s #1 New York Times bestselling epic fantasy series, The Wheel of Time®, Rand al’Thor undertakes a journey to prove himself worthy of being the Champion of Light. Winter has stopped the war—almost—yet men are dying, calling out for the Dragon. But where is he? Rand al’Thor has been proclaimed the Dragon Reborn. Traveling to the great fortress known as the Stone of Tear, he plans to find the sword Callandor, which can only be wielded by the Champion of Light, and discover if he truly is destined to battle The Dark One. Following Rand, Moiraine and their friends battle Darkhounds on the hunt, hoping they reach the Heart of the Stone in time for the next great test awaiting the Dragon Reborn. Since its debut in 1990, The Wheel of Time® by Robert Jordan has captivated millions of readers around the globe with its scope, originality, and compelling characters. The last six books in series were all instant #1 New York Times bestsellers, and The Eye of the World was named one of America's best-loved novels by PBS's The Great American Read. The Wheel of Time® New Spring: The Novel #1 The Eye of the World #2 The Great Hunt #3 The Dragon Reborn #4 The Shadow Rising #5 The Fires of Heaven #6 Lord of Chaos #7 A Crown of Swords #8 The Path of Daggers #9 Winter's Heart #10 Crossroads of Twilight #11 Knife of Dreams By Robert Jordan and Brandon Sanderson #12 The Gathering Storm #13 Towers of Midnight #14 A Memory of Light By Robert Jordan and Teresa Patterson The World of Robert Jordan's The Wheel of Time By Robert Jordan, Harriet McDougal, Alan Romanczuk, and Maria Simons The Wheel of Time Companion By Robert Jordan and Amy Romanczuk Patterns of the Wheel: Coloring Art Based on Robert Jordan's The Wheel of Time At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Ultimate Random Encounters Book
Author: Travis "Wheels" Wheeler
Publisher: Simon and Schuster
ISBN: 1507216378
Category : Crafts & Hobbies
Languages : en
Pages : 176
Book Description
"Playing a role-playing game is a delicate dance. If everything runs smoothly, it feels like you and your friends are able to maneuver effortlessly through dramatic, epic, and uproariously silly scenes where everyone gets a chance to shine. And yet, other times it just doesn't come together. Combat slows to a repetitive grind, the Game Master runs out of good Non-Player Character (NPC) ideas, or after twenty-six rounds maybe even the most beautifully designed encounter just gets a bit stale. Sure, you could prep an absolute powerhouse of an all-killer-no filler role-playing session. Spend time getting fun character voices ready for every NPC. But that sounds like way too much work. This is the book you turn to for help. It's a big book of ideas designed to slot right into your existing campaign, organized into neat little tables. If you salivate at chaos magic effect tables and daydream about wild, unexpected die results, you already know it can also be fun to throw caution to the wind and let randomness determine as much as possible. Even the most organized GMs and the tightest adventure modules benefit from a little spice!"--
Publisher: Simon and Schuster
ISBN: 1507216378
Category : Crafts & Hobbies
Languages : en
Pages : 176
Book Description
"Playing a role-playing game is a delicate dance. If everything runs smoothly, it feels like you and your friends are able to maneuver effortlessly through dramatic, epic, and uproariously silly scenes where everyone gets a chance to shine. And yet, other times it just doesn't come together. Combat slows to a repetitive grind, the Game Master runs out of good Non-Player Character (NPC) ideas, or after twenty-six rounds maybe even the most beautifully designed encounter just gets a bit stale. Sure, you could prep an absolute powerhouse of an all-killer-no filler role-playing session. Spend time getting fun character voices ready for every NPC. But that sounds like way too much work. This is the book you turn to for help. It's a big book of ideas designed to slot right into your existing campaign, organized into neat little tables. If you salivate at chaos magic effect tables and daydream about wild, unexpected die results, you already know it can also be fun to throw caution to the wind and let randomness determine as much as possible. Even the most organized GMs and the tightest adventure modules benefit from a little spice!"--
The Dragon of Avalon
Author: T. A. Barron
Publisher: Penguin
ISBN: 0142419249
Category : Juvenile Fiction
Languages : en
Pages : 338
Book Description
One of T.A. Barron’s most thrilling adventures yet, featuring a new and unforgettable character in his earliest years. In the years after Fincayra disappears and Merlin has been sent wandering, a young lizard-like creature, with the wings of a bat and the magical power to produce any smell it encounters, is born into the new world of Avalon. The unlikely hero—Basil, he is called—cannot find a single creature like itself nor a person who can tell him what he is. But it is clear that Basil is much more than he seems when he stumbles into an encounter with the great Merlin, saving his child’s life, then uncovers a secret plot by the evil Rhita Gawr. It’s a race against time and across Avalon as Basil, with the help of the faithful wind sister Ailah, searches for the great wizard to warn him.
Publisher: Penguin
ISBN: 0142419249
Category : Juvenile Fiction
Languages : en
Pages : 338
Book Description
One of T.A. Barron’s most thrilling adventures yet, featuring a new and unforgettable character in his earliest years. In the years after Fincayra disappears and Merlin has been sent wandering, a young lizard-like creature, with the wings of a bat and the magical power to produce any smell it encounters, is born into the new world of Avalon. The unlikely hero—Basil, he is called—cannot find a single creature like itself nor a person who can tell him what he is. But it is clear that Basil is much more than he seems when he stumbles into an encounter with the great Merlin, saving his child’s life, then uncovers a secret plot by the evil Rhita Gawr. It’s a race against time and across Avalon as Basil, with the help of the faithful wind sister Ailah, searches for the great wizard to warn him.