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A supremely geeky murder mystery perfect for Whovians, gamers, and Muggles alike. Autumn has everything she could possibly want: Loving friends, a successful business, and a gaggle of gamers in her store every day. Welcome to Ten Again, a tabletop gaming store that attracts nerds of every kind and fosters a community Autumn’s pretty proud of—a community that also keeps business afloat. And now that Autumn's in the running for a grant, Ten Again’s future is looking bright. That is, until one of Autumn’s gamers is mysteriously murdered. With everyone in the mall as a suspect and accusations flying, Autumn is going to have to do some sleuthing of her own to save her shop and her gamers from a fate more dangerous than having no saving throw.
From 1881 to 1932, vaudeville was at the heart of show business in the UnitedStates. This volume explores the many ways in which vaudeville's story is thestory of show business in America.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
"Co-production is a bold, pragmatic strategy that shatters limits on social change. This book exposes the Dark Side of money and market. It redefines economics by treating households and community as a separate economy. Placing that economy on a par with market generates a new exchange dynamic the empowers us all to become change agents who can shape the future; convert failing social programs into catalysts for social justice; enlist Throw-Away People as partners in a shared mission; and create the world we want for our children."--Publisher's description.
*NOW A NETFLIX LIMITED SERIES—from producer and director Shawn Levy (Stranger Things) starring Mark Ruffalo, Hugh Laurie, and newcomer Aria Mia Loberti* Winner of the Pulitzer Prize and National Book Award finalist, the beloved instant New York Times bestseller and New York Times Book Review Top 10 Book about a blind French girl and a German boy whose paths collide in occupied France as both try to survive the devastation of World War II. Marie-Laure lives with her father in Paris near the Museum of Natural History where he works as the master of its thousands of locks. When she is six, Marie-Laure goes blind and her father builds a perfect miniature of their neighborhood so she can memorize it by touch and navigate her way home. When she is twelve, the Nazis occupy Paris, and father and daughter flee to the walled citadel of Saint-Malo, where Marie-Laure’s reclusive great uncle lives in a tall house by the sea. With them they carry what might be the museum’s most valuable and dangerous jewel. In a mining town in Germany, the orphan Werner grows up with his younger sister, enchanted by a crude radio they find. Werner becomes an expert at building and fixing these crucial new instruments, a talent that wins him a place at a brutal academy for Hitler Youth, then a special assignment to track the Resistance. More and more aware of the human cost of his intelligence, Werner travels through the heart of the war and, finally, into Saint-Malo, where his story and Marie-Laure’s converge. Doerr’s “stunning sense of physical detail and gorgeous metaphors” (San Francisco Chronicle) are dazzling. Deftly interweaving the lives of Marie-Laure and Werner, he illuminates the ways, against all odds, people try to be good to one another. Ten years in the writing, All the Light We Cannot See is a magnificent, deeply moving novel from a writer “whose sentences never fail to thrill” (Los Angeles Times).
Mage, wizard, necromancer whatever you call a spellcaster they all require the same thing... spells. Those intricate little bits of game arcana that make such characters worthwhile and certain foes so lethal. This illustrated book contains over 1,000 pregenerated spells compatible with the D&G Core system with every thing from RPG classics to very strange and powerful new original spells. This accessory to the Dice & Glory system can aid any player or Game Master not willing or simply too over-taxed to create their own magic spells using the core rulebook. Requires the Dice & Glory Core Rulebook The Great Grimoire contains: Over 1,000 pregenerated spells and rituals, Several random roll tables including those to create randomly generated magic items! Rules, tables and an extra word on Magic Shops. This invaluable resource is a must have for upstart wizards and Game Masters looking for ideas!
Dark Future is a science fiction sourcebook that gives players a chance to step into a possible future where America has fallen and immoral corporations have divided up a once great nation. The cities of the new "corporate-nations" are divided further into large gated communities that shelter the wealthy and powerful behind high tech and heavily armed security. Meanwhile the poor are cast out into "other-cities", lawless ghettos where gangs, crime and violence are a way of life. It contains 276 pages with 9 classes, 27 prestige classes, as well as new skills and skill uses, feats, original psychic powers, unique equipment, firearms and complete new rules for cybernetic augmentation and cybernetic systems. The book also contains a world description of the powers that be: international corporations, merciless gangs, military research facilities, fanatical religious sects and tyrannical government bodies.