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As Mike Norris and his friend sit in eerie darkness, tucked away in the back of a coffee shop, Mike tells his story. Years before, he was in a funk. He had suddenly fallen into money and could afford to retire and buy expensive toys. Still, he was bored, his love life was in the toilet, and he was drifting through life aimlessly. Then a "chance meeting" and other strange things happen to him. During the September 11th attacks, he has an encounter with a government agent and suddenly realizes that the U.S. is not as safe and secure as it had once seemed. After some soul-searching, an old friend recruits him into a mysterious group of very wealthy people. He embarks on an odyssey involving spies, foreign operatives, and an alarming plot that, if Mike and his friends don't prevent, will change the power structure of the world forever.
Satan is a terrorist and the only way to overcome our doomed but deadly enemy is to arm ourselves with the truth of what Scripture says about warfare.
When the lights go out three college students on a visit to Arkham Asylum find themselves trapped by the vicious Man-Bat.
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.
The Rise of the Runelords Adventure Path continues with the second adventure: "The Skinsaw Murders." A sudden string of brutal killings terrorizes Sandpoint, and the killer's mark bears a distrubing similarity to the strange rune the goblins in the previous adventure had taken as their tribal totem. Investigation leads the heroes to confront a sinister murderer who has claimed a notorious haunted mansion as his lair. Yet this murderer is one of many, a member of a group of killers who call themselves the Skinsaw Men and have adopted an ancient magic involving the seven deadly sins. The PCs must travel to the bustling city of Magnimar to unravel the truth behind the rune, but in so doing may become prime suspects in the killings themselves! This volume of Pathfinder includes a detailed description of the city of Magnimar, several new monsters, and rules for new types of wizardly specialists who focus their studies on sin magic.
"With universal appeal (everyone poops, after all), this witty, illustrated description of over two dozen dookies (each with a medical explanation written by a doctor) details what one can learn about health and well-being by studying what's in the bowl. A floater? It's probably due to a buildup of gas. Now think back on last night's dinner, a burrito perhaps? . . .All the greatest hits are here: The Log Jam, The Glass Shard, The Deja Poo, The Hanging Chad ... the list goes on. Sidebars, trivia, over 60 euphemisms for number 2, and unusual case histories all make this the ultimate bathroom reader. Who knew you could learn so much from your poo?"--Publisher website (October 2007)
Featuring the space station that changed the destiny of an entire galaxy, the Babylon 5 RPG from Mongoose Publishing allows players to take on the role of characters from the award-winning TV series. This all new edition revisits one of the most successful sci-fi roleplaying games of recent years, bringing the game to an all new group of fans! Existing fans will not be disappointed, the rules have been tweaked so that the game is even better than before, and most importantly, is a stand-alone rulebook in its own right with no requirement for the use of another rulebook!
Ephraim Kam observes surprise attack through the eyes of its victim in order to understand the causes of the victim's failure to anticipate the coming of war. Emphasing the psychological aspect of warfare, Kam traces the behavior of the victim at various functional levels and from several points of view in order to examine the difficulties and mistakes that permit a nation to be taken by surprise. He argues that anticipation and prediction of a coming war are more complicated than any other issue of strategic estimation, involving such interdependent factors as analytical contradictions, judgemental biases, organizational obstacles, and political as well as military constraints. Surprise Attack: The Victim's Perspective offers implications based on the intelligence perspective, providing both historical background and scientific analysis that draws from the author's vast experience. The book is of utmost value to all those engaged in intelligence work, and to those whose operational or political responsibility brings them in touch with intelligence assessments and the need to authenticate and then adopt them or discount them. Similarly, the book will interest any reader intrigued by decision-making processes that influence individuals and nations at war, and sometimes even shape national destiny. --Ehud Barak, Former Prime Minister of Israel
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.