Author: Goodman Games
Publisher:
ISBN: 9780984112760
Category :
Languages : en
Pages : 48
Book Description
The Dungeon Alphabet
Author: Goodman Games
Publisher:
ISBN: 9780984112760
Category :
Languages : en
Pages : 48
Book Description
Publisher:
ISBN: 9780984112760
Category :
Languages : en
Pages : 48
Book Description
Cthulhu Alphabet (Hardback)
Author: Goodman Games
Publisher: Goodman Games
ISBN: 9781950783311
Category :
Languages : en
Pages :
Book Description
An A-to-Z reference for Lovecraftian mythos design! A is for Angles, B is for Books and C is for Cultists. Game masters of any rule system will find twisted inspiration for creating madness-inducing game ingenuity from ancient, underground worlds. This tome contains haunting text and cleverly authored random tables to help you create necronomic stories of forbidden traits, dangerous powers, and lore transcribed from the ravings of madmen. Beware the fear-provoking illustrations by artists in the thrall of the elder gods that will haunt your dreams. All of this, and more, from the libraries of Miskatonic University and Goodman Games! This grimoire is compatible with all fantasy and horror role playing games. Made in the USA.
Publisher: Goodman Games
ISBN: 9781950783311
Category :
Languages : en
Pages :
Book Description
An A-to-Z reference for Lovecraftian mythos design! A is for Angles, B is for Books and C is for Cultists. Game masters of any rule system will find twisted inspiration for creating madness-inducing game ingenuity from ancient, underground worlds. This tome contains haunting text and cleverly authored random tables to help you create necronomic stories of forbidden traits, dangerous powers, and lore transcribed from the ravings of madmen. Beware the fear-provoking illustrations by artists in the thrall of the elder gods that will haunt your dreams. All of this, and more, from the libraries of Miskatonic University and Goodman Games! This grimoire is compatible with all fantasy and horror role playing games. Made in the USA.
ABCs of D&D (Dungeons & Dragons Children's Book)
Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 0786966661
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
A Dungeons & Dragons children’s book that captures the wonder and whimsy that made you fall in love with the game. “An adorable book for geeks big and little.”—Felicia Day, author of New York Times bestseller You’re Never Weird on the Internet (Almost) A is for Adventure. Our journey has begun. B is for Book, the source of all the fun! Start your little gamer on an adventure to last a lifetime with this alphabetical children’s book and introduction to the greatest roleplaying game of all time, Dungeons & Dragons. Written in the rhyming style of classic children’s books and filled with adorable owlbears and darling beholders, it’s the perfect book to share the joy of Dungeons & Dragons with a new generation as they learn the alphabet—a precursor to every new path in reading. • Perfect birthday gift or holiday gift for gamers of all ages; great thank you gift for Dungeon Masters • Must-have for all gaming parents; a great baby shower gift! • Part of a series with The 123s of D&D, a children’s counting book and companion to The ABCs of D&D.
Publisher: National Geographic Books
ISBN: 0786966661
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
A Dungeons & Dragons children’s book that captures the wonder and whimsy that made you fall in love with the game. “An adorable book for geeks big and little.”—Felicia Day, author of New York Times bestseller You’re Never Weird on the Internet (Almost) A is for Adventure. Our journey has begun. B is for Book, the source of all the fun! Start your little gamer on an adventure to last a lifetime with this alphabetical children’s book and introduction to the greatest roleplaying game of all time, Dungeons & Dragons. Written in the rhyming style of classic children’s books and filled with adorable owlbears and darling beholders, it’s the perfect book to share the joy of Dungeons & Dragons with a new generation as they learn the alphabet—a precursor to every new path in reading. • Perfect birthday gift or holiday gift for gamers of all ages; great thank you gift for Dungeon Masters • Must-have for all gaming parents; a great baby shower gift! • Part of a series with The 123s of D&D, a children’s counting book and companion to The ABCs of D&D.
The Dungeon Alphabet
Author: Michael Curtis
Publisher: Goodman Games LLC
ISBN: 9780985681142
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
"Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook."--Amazon.com (viewed April 12, 2018)
Publisher: Goodman Games LLC
ISBN: 9780985681142
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
"Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook."--Amazon.com (viewed April 12, 2018)
A is for Artisanal
Author: Matthew Goldenberg
Publisher:
ISBN: 9780985316853
Category : Humor
Languages : en
Pages : 30
Book Description
An Alphabet Book for the Hip, Modern Baby.
Publisher:
ISBN: 9780985316853
Category : Humor
Languages : en
Pages : 30
Book Description
An Alphabet Book for the Hip, Modern Baby.
The Mother of Toads
Author: Clark Ashton Smith
Publisher: eStar Books
ISBN: 1612105661
Category : Fiction
Languages : en
Pages : 20
Book Description
She was called "The Mother of Toads" and Pierre braved the dark woods to see her… (note: a very short story)
Publisher: eStar Books
ISBN: 1612105661
Category : Fiction
Languages : en
Pages : 20
Book Description
She was called "The Mother of Toads" and Pierre braved the dark woods to see her… (note: a very short story)
Ella Minnow Pea
Author: Mark Dunn
Publisher: MP Publishing
ISBN: 1596929995
Category : Fiction
Languages : en
Pages : 165
Book Description
An epistolary novel set on a fictional island off the South Carolina coastline, 'Ella Minnow Pea' brings readers to the hometown of Nevin Nollop, inventor of the pangram 'The Quick Brown Fox Jumps Over the Lazy Dog'. Deified for his achievement in life, Nevin has been honored in death with a monument featuring his famous phrase. One day, however, the letter 'Z' falls from the monument, and some of the islanders interpret the missing tile as a message from beyond the grave. The letter 'Z' is banned from use. On an island where the residents pride them-selves on their love of language, this is seen as a tragedy. They are still reeling from the shock when another tile falls. And then another... In his charming debut, first published in 2001, Mark Dunn took readers on a journey through the eyes of Ella Minnow Pea, a young woman forced to create another clever turn of phrase in order to save the islanders’ beloved language.
Publisher: MP Publishing
ISBN: 1596929995
Category : Fiction
Languages : en
Pages : 165
Book Description
An epistolary novel set on a fictional island off the South Carolina coastline, 'Ella Minnow Pea' brings readers to the hometown of Nevin Nollop, inventor of the pangram 'The Quick Brown Fox Jumps Over the Lazy Dog'. Deified for his achievement in life, Nevin has been honored in death with a monument featuring his famous phrase. One day, however, the letter 'Z' falls from the monument, and some of the islanders interpret the missing tile as a message from beyond the grave. The letter 'Z' is banned from use. On an island where the residents pride them-selves on their love of language, this is seen as a tragedy. They are still reeling from the shock when another tile falls. And then another... In his charming debut, first published in 2001, Mark Dunn took readers on a journey through the eyes of Ella Minnow Pea, a young woman forced to create another clever turn of phrase in order to save the islanders’ beloved language.
Tome of Adventure Design PoD Softcover
Author: Frog God Games
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
The Child That Books Built
Author: Francis Spufford
Publisher: Macmillan
ISBN: 9780312421847
Category : Family & Relationships
Languages : en
Pages : 228
Book Description
In this extended love letter to children's books, and the wonders they perform, Spufford goes back to his earliest encounters with books, exploring such beloved classics as "The Wind in the Willows, The Little House on the Prairie," and the Narnia chronicles.
Publisher: Macmillan
ISBN: 9780312421847
Category : Family & Relationships
Languages : en
Pages : 228
Book Description
In this extended love letter to children's books, and the wonders they perform, Spufford goes back to his earliest encounters with books, exploring such beloved classics as "The Wind in the Willows, The Little House on the Prairie," and the Narnia chronicles.
The Phantom Tollbooth
Author: Norton Juster
Publisher: Yearling
ISBN: 0394820371
Category : Juvenile Fiction
Languages : en
Pages : 274
Book Description
With almost 5 million copies sold 60 years after its original publication, generations of readers have now journeyed with Milo to the Lands Beyond in this beloved classic. Enriched by Jules Feiffer’s splendid illustrations, the wit, wisdom, and wordplay of Norton Juster’s offbeat fantasy are as beguiling as ever. “Comes up bright and new every time I read it . . . it will continue to charm and delight for a very long time yet. And teach us some wisdom, too.” --Phillip Pullman For Milo, everything’s a bore. When a tollbooth mysteriously appears in his room, he drives through only because he’s got nothing better to do. But on the other side, things seem different. Milo visits the Island of Conclusions (you get there by jumping), learns about time from a ticking watchdog named Tock, and even embarks on a quest to rescue Rhyme and Reason. Somewhere along the way, Milo realizes something astonishing. Life is far from dull. In fact, it’s exciting beyond his wildest dreams!
Publisher: Yearling
ISBN: 0394820371
Category : Juvenile Fiction
Languages : en
Pages : 274
Book Description
With almost 5 million copies sold 60 years after its original publication, generations of readers have now journeyed with Milo to the Lands Beyond in this beloved classic. Enriched by Jules Feiffer’s splendid illustrations, the wit, wisdom, and wordplay of Norton Juster’s offbeat fantasy are as beguiling as ever. “Comes up bright and new every time I read it . . . it will continue to charm and delight for a very long time yet. And teach us some wisdom, too.” --Phillip Pullman For Milo, everything’s a bore. When a tollbooth mysteriously appears in his room, he drives through only because he’s got nothing better to do. But on the other side, things seem different. Milo visits the Island of Conclusions (you get there by jumping), learns about time from a ticking watchdog named Tock, and even embarks on a quest to rescue Rhyme and Reason. Somewhere along the way, Milo realizes something astonishing. Life is far from dull. In fact, it’s exciting beyond his wildest dreams!