There have been accounts of a strange creature in the Scottish loch for centuries, but from 1933 up to today there have been serious efforts to find out just what is lurking in its unusually deep waters. Readers will discover the unusual physical features of Loch Ness as well as natural phenomena that might explain the sightings, at least, some of them. From the famous photograph hoax to Hollywood appearances, readers will be fascinated by humanity's relationship to this particular mythical creature. This book will also inspire readers to sharpen their critical thinking skills with the Debunk It! sidebar. It will enlighten them on the science behind attempts to map the fathoms of the Loch Ness Monster's home.
From the author of The Monsters Know What They’re Doing comes an introduction to combat tactics for Dungeons & Dragons players. In his first book, The Monsters Know What They’re Doing (based on his popular blog), Keith Ammann unleashed upon the D&D world a wave of clever, highly evolved monster tactics. Now it’s only fair that he gives players the tools they need to fight back…and prevail! An introduction to combat tactics for fifth-edition Dungeons & Dragons players, Live to Tell the Tale evens the score. It examines the fundamentals of D&D battles: combat roles, party composition, attacking combos, advantage and disadvantage, Stealth and Perception, and more…including the ever-important consideration of how to run away! Don’t worry about creating a mathematically perfect character from square one. Survival isn’t about stats—it’s about behavior! With four turn-by-turn, roll-by-roll, blow-by-blow sample battles, Live to Tell the Tale breaks down how to make the best choices for your cherished characters so that they can survive their adventures, retire upon their accumulated riches, and tell stories about the old days that nobody will ever believe.
Dark Revelations - The Role Playing Game - Book of Adventure Ever Need help with your Game? From G.M.s advice, to Plot Hooks, and even some new material, this book will be a valued contribution to your game:
"Absolutely perfect for the current moment." --Buzzfeed America's favorite cultural historian and author of Ghostland takes a tour of the country's most persistent "unexplained" phenomena In a world where rational, scientific explanations are more available than ever, belief in the unprovable and irrational--in fringe--is on the rise: from Atlantis to aliens, from Flat Earth to the Loch Ness monster, the list goes on. It seems the more our maps of the known world get filled in, the more we crave mysterious locations full of strange creatures. Enter Colin Dickey, Cultural Historian and Tour Guide of the Weird. With the same curiosity and insight that made Ghostland a hit with readers and critics, Colin looks at what all fringe beliefs have in common, explaining that today's Illuminati is yesterday's Flat Earth: the attempt to find meaning in a world stripped of wonder. Dickey visits the wacky sites of America's wildest fringe beliefs--from the famed Mount Shasta where the ancient race (or extra-terrestrials, or possibly both, depending on who you ask) called Lemurians are said to roam, to the museum containing the last remaining "evidence" of the great Kentucky Meat Shower--investigating how these theories come about, why they take hold, and why as Americans we keep inventing and re-inventing them decade after decade. The Unidentified is Colin Dickey at his best: curious, wry, brilliant in his analysis, yet eminently readable.
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.
I didn’t believe in time travel or teleportation until it happened to me. I’m Bruce Gernon, and I flew through the heart of the Bermuda Triangle before I’d even heard the term. Skeptics have dismissed the Triangle as a nonmystery, but they weren’t in my airplane when the fog surrounded my craft and I leaped ahead 100 miles. I documented what happened and memorized every detail of that flight. Now I’m ready to explain that there is no Bermuda Triangle! Instead, there is a continuing mystery that has resulted in thousands of disappearances of crafts and loss of life over decades and centuries: a phenomenon I call electronic fog. In Beyond the Bermuda Triangle, Rob MacGregor and I present multiple cases of pilots and others who have experienced electronic fog in the air, in the water, and on land. We also examine UFO and USO cases and their possible relationship with space/time warps. Among the fascinating topics we explore: Time travel and teleportation. Lost crafts, including Flight 19. The Dragon’s Triangle. The Underwater Area 51. The man who is building a warp drive. A remote viewer who takes on the Triangle.
This compilation of adventure modules which have only been available digitally until now comprises work from two of our best writers. #1 is "Astray in the Woodlands" by Daniel Deadmarsh. In this module your group comes across a mysterious individual in a wooded area with a dark secret. Is he friend or foe? #2 is "In a Manor of Speaking" by Craig Tidwell. In this adventure you need to help free the spirit of a long dead Lord from his manor. Will they be able to free him or become trapped in the same place that serves as his prison in death?
This collected edition of Rolled & Told contains all the adventures, mini-adventures, comics, and articles from issues zero to six along with extra content you couldn't get in the single issues! It provides hours of pick-up-and-play campaigns designed both for players new to tabletop role playing and for those who have played for years. Every page is filled with beautiful illustrations, comics coinciding with adventures, and splash art from your favorite comic artists to inspire your players! Survive the dangers of "The Thunderlock Barcrawl", save goblins in "Hoist The Jolly Gobbler", and play the adventures "Mage School Beyond The Mirror", "The Case of the Brutal Brunch" and many more! ------------------------------------------------------ Each adventure is 5E compatible and ready-to-play.7 full adventures (5-6 hours on average)6 mini adventures (2-3 hours on average)4 pre-made and ready to use character sheets based on our iconic characters in each of your favorite classesOver 18 articles full of helpful tips and insight on how to enhance the game that’s perfect for game masters, aspiring and experienced alike.