Table Fables

Table Fables

Author: Madeline Hale

Publisher: Createspace Independent Publishing Platform

Published: 2017-02-02

Total Pages: 84

ISBN-13: 9781542678599

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Do you play Dungeons and Dragons, Pathfinder or some other obscure brand of fantasy tabletop role-playing game? Do you enjoy lists of magical items, fantastical weapons, dubious potions and fascinating books? Do you tire of your players asking difficult questions, like 'what is in the dead guy's pocket?' or 'what is on this tavern's menu?' or other such wearisome inquiries concerning details you had no time to prepare for? Well, then this is the book for you. Table Fables is filled over eighty illustrated pages of lists and generators designed to be useful to game masters, young and wizened alike.


The Adventures Of

The Adventures Of

Author: Madeline Hale

Publisher:

Published: 2018-03-31

Total Pages: 196

ISBN-13: 9780692092231

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One of the joys of tabletop RPGs such as Dungeons and Dragons, Pathfinder or D20 Modern, is simply sitting back with your friends and reminiscing about the good old days - the adventures you have shared, the dangers you have faced and the rewards you have reaped together. However, many campaigns span a great length of time and it can become burdensome to remember the finer details of your adventures.In this journal you will find everything you need to document 52 adventures, allowing for weekly groups to record their campaigns over the course of a year. Along with campaigns, this book allows you to record criticals rolled, NPCs met, cities discovered and other useful and fun things that will help you remember of all your wild adventures.


Table Fables II

Table Fables II

Author: Madeline Hale

Publisher: Createspace Independent Publishing Platform

Published: 2018-01-20

Total Pages: 104

ISBN-13: 9781983428005

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Tabletop RPGs such as Dungeons & Dragons and Pathfinder are amazing things, but no matter which edition you play, the characters always need an interesting world to explore. Building these unique, colorful, vibrant worlds can be a heavy burden to bear. Table Fables II: The World-Builder's Handbook is a labor of love - over 100 illustrated pages of tables and generators designed to make the burden of being a world-builder a little easier. Every table is focused on creating unique lands and filling them with adventures and encounters for your players. Just a few of the tables include: a full dungeon generator, quest generators, loot tables, villain motives, planet builders and god generators, all compiled to help you create an interesting and memorable world. Whether you are new to the world of tabletop gaming or a veteran, Table Fables II: The World-Builder's Handbook will help you uncover a unique world of magic for you and your players. Thanks for reading, and happy gaming.


Death Watch

Death Watch

Author: Ari Berk

Publisher: Simon and Schuster

Published: 2011-11-15

Total Pages: 546

ISBN-13: 1416991158

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When seventeen-year-old Silas Umber's father disappears, Silas is sure it is connected to the powerful artifact he discovers, combined with his father's hidden hometown history, which compels Silas to pursue the path leading to his destiny and ultimately, to the discovery of his father, dead or alive.


The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters

Author: Jeff Ashworth

Publisher: Media Lab Books

Published: 2020-09-15

Total Pages: 256

ISBN-13: 9781948174374

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For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.


Accelerando

Accelerando

Author: Charles Stross

Publisher: Penguin

Published: 2005-07-05

Total Pages: 596

ISBN-13: 1101208473

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The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...


Songs in the Key of Z

Songs in the Key of Z

Author: Irwin Chusid

Publisher: Chicago Review Press

Published: 2000-04-01

Total Pages: 306

ISBN-13: 156976493X

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Outsider musicians can be the product of damaged DNA, alien abduction, drug fry, demonic possession, or simply sheer obliviousness. This book profiles dozens of outsider musicians, both prominent and obscure—figures such as The Shaggs, Syd Barrett, Tiny Tim, Jandek, Captain Beefheart, Daniel Johnston, Harry Partch, and The Legendary Stardust Cowboy—and presents their strange life stories along with photographs, interviews, cartoons, and discographies. About the only things these self-taught artists have in common are an utter lack of conventional tunefulness and an overabundance of earnestness and passion. But, believe it or not, they're worth listening to, often outmatching all contenders for inventiveness and originality. A CD featuring songs by artists profiled in the book is also available.