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Get ready to HACK your way to glory, prepare for the adventure of a lifetime… Strap on your weapons, don your armor and stride into a perilous world of epic adventure. In your hands you hold your key to the gateway of legend. There are those among us that rise above the masses, songs are sung, tales are told, are you brave enough to become a hero?By opening this book you’ll prove just that, within these pages you’ll find all the tools you need to boldly march forth and take your place amongst the chosen few. Welcome to Hacktastic D/20 Fantasy, a game not for the faint of heart, so gather a band of friends and take your first step into a lifetime of adventure limited only by your imagination.
Here there be Beasties'¦In your hands you now hold a collection of creatures for yourHacktastic D/20 Fantasy Games.Now your players will trulyknow fear and suffering.This book will give you hordes of horrors to challenge heroes of ANY build point level.Now go forth and HACK!!!!!
Use this in-depth guide to correctly design benchmarks, measure key performance metrics of .NET applications, and analyze results. This book presents dozens of case studies to help you understand complicated benchmarking topics. You will avoid common pitfalls, control the accuracy of your measurements, and improve performance of your software. Author Andrey Akinshin has maintained BenchmarkDotNet (the most popular .NET library for benchmarking) for five years and covers common mistakes that developers usually make in their benchmarks. This book includes not only .NET-specific content but also essential knowledge about performance measurements which can be applied to any language or platform (common benchmarking methodology, statistics, and low-level features of modern hardware). What You'll LearnBe aware of the best practices for writing benchmarks and performance testsAvoid the common benchmarking pitfalls Know the hardware and software factors that affect application performanceAnalyze performance measurements Who This Book Is For .NET developers concerned with the performance of their applications
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
In the numbers-obsessed sport of baseball, statistics don't merely record what players, managers, and owners have done. Properly understood, they can tell us how the teams we root for could employ better strategies, put more effective players on the field, and win more games. The revolution in baseball statistics that began in the 1970s is a controversial subject that professionals and fans alike argue over without end. Despite this fundamental change in the way we watch and understand the sport, no one has written the book that reveals, across every area of strategy and management, how the best practitioners of statistical analysis in baseball-people like Bill James, Billy Beane, and Theo Epstein-think about numbers and the game. Baseball Between the Numbers is that book. In separate chapters covering every aspect of the game, from hitting, pitching, and fielding to roster construction and the scouting and drafting of players, the experts at Baseball Prospectus examine the subtle, hidden aspects of the game, bring them out into the open, and show us how our favorite teams could win more games. This is a book that every fan, every follower of sports radio, every fantasy player, every coach, and every player, at every level, can learn from and enjoy.
A thirtieth-anniversary retrospective explores the Dungeons & Dragons franchise, featuring a selection of essays and photographs that capture the events, products, personalities, art, and influence of the game through the years.
John Miller reveals a practical method for eliminating these unhealthy patterns from our organizations and our lives. The solution is Personal Accountability -- a concept that is lacking in the work place today. In Personal Accountability, John shows us how to practice the master principle of Personal Accountability using The Question Behind the Question, an idea that has transformed organizations and individuals alike. When we begin to apply the QBQ, we can bring to life such "Pillar Principles" as Ownership, Creativity, Trust, Courage and Integrity. Book jacket.
Cha'alt is an eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting + megadungeon for old school and 5e D&D. It's 216 pages of places, people, races, monsters, spells, magic items, and weirdness for your roleplaying game of choice (including my own Crimson Dragon Slayer D20, which is included in the appendix). Suitable for levels 0-10. Amazing, full-color layout and artwork the likes of which you have never seen, nor will you ever see again!
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters...Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines--Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle.Praise for Zak Sabbath:"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull."-- Monte Cook, author of NumeneraPraise for Patrick Stuart's Fire on the Velvet Horizon:"Superpositioning with strange panache, Velvet Horizon is an (outstanding) indie role-playing-game supplement, and an (outstanding) example of experimental quasi-/meta-/sur-/kata-fiction. Also a work of art. Easily one of my standout books of 2015."-- China Miéville, author of Perdido Street Station