Get the expansion book for the 13th Age fantasy roleplaying game, by the games core creative team of Rob Heinsoo, Jonathan Tweet, Lee Moyer and Aaron McConnell.
13th Age is the highly-anticipated new rules-light fantasy RPG from two legendary game designers - Jonathan Tweet and Rob Heinso of Dungeons & Dragons fame, combining an old-school approach with indie story game design. Players take the roles of fortune-seeking adventurers in a world where powerful individuals called Icons pursue goals that may preserve an ancient empire, or destroy it.. By defining each characters relationship to the Icons, along with a rich background and a trait that makes him or her unique in the world, 13th Age lays the groundwork for epic stories that emerge through play.
THE #1 NEW YORK TIMES AND INTERNATIONAL BESTSELLER **THE BOOK THAT STARTED IT ALL, NOW A NETFLIX ORIGINAL SERIES** “Eerie, beautiful, and devastating.” —Chicago Tribune “A stealthy hit with staying power. . . . thriller-like pacing.” —The New York Times “Thirteen Reasons Why will leave you with chills long after you have finished reading.” —Amber Gibson, NPR’s “All Things Considered” You can’t stop the future. You can’t rewind the past. The only way to learn the secret . . . is to press play. Clay Jensen returns home from school to find a strange package with his name on it lying on his porch. Inside he discovers several cassette tapes recorded by Hannah Baker—his classmate and crush—who committed suicide two weeks earlier. Hannah's voice tells him that there are thirteen reasons why she decided to end her life. Clay is one of them. If he listens, he'll find out why. Clay spends the night crisscrossing his town with Hannah as his guide. He becomes a firsthand witness to Hannah's pain, and as he follows Hannah’s recorded words throughout his town, what he discovers changes his life forever. Need to talk? Call 1-800-273-TALK (8255) anytime if you are in the United States. It’s free and confidential. Find more resources at 13reasonswhy.info. Find out how you can help someone in crisis at bethe1to.com.
When her health begins failing, the mysterious author Vida Winter decides to let Margaret Lea, a biographer, write the truth about her life, but Margaret needs to verify the facts since Vida has a history of telling outlandish tales.
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
A New York Times Best Seller A full-color, lushly illustrated graphic novel that recounts the many-layered past and present of beer through dynamic pairings of pictures and meticulously researched insight into the history of the world's favorite brew. The History of Beer Comes to Life! We drink it. We love it. But how much do we really know about beer? Starting from around 7000 BC, beer has emerged as a major element driving humankind’s development, a role it has continued to play through today’s craft brewing explosion. With The Comic Book Story of Beer, the first-ever nonfiction graphic novel focused on this most favored beverage, you can follow along from the very beginning, as authors Jonathan Hennessey and Mike Smith team up with illustrator Aaron McConnell to present the key figures, events, and, yes, beers that shaped and frequently made history. No boring, old historical text here, McConnell’s versatile art style—moving from period-accurate renderings to cartoony diagrams to historical caricatures and back—finds an equal and effective partner in the pithy, informative text of Hennessey and Smith presented in captions and word balloons on each page. The end result is a filling mixture of words and pictures sure to please the beer aficionado and comics geek alike.