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Author: Wizards RPG Team
Editor: Wizards of the Coast
ISBN: 9780786966011
Size: 19,81 MB
Format: PDF, ePub, Docs
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Editor: Wizards of the Coast
ISBN: 9780786966011
Size: 19,81 MB
Format: PDF, ePub, Docs
Read: 789
Immerse yourself in monster lore in this supplement for the world s greatest roleplaying game This is NOT just another 'Monster Manual'! 'Volo s Guide to Monsters' provides something exciting for players and Dungeon Masters everywhere. . A deep dive into the lore behind some of D&D s most popular and iconic monsters . Dozens of monsters new to the fifth edition to include in your epic adventures . New playable races to allow you to build characters to fit nearly any type of story in your D&D game. The esteemed loremaster Volothamp Geddarm is back and he s written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn t believe Volo gets some of the important details quite right. Don t miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille. Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let s not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive. Research has never been so dangerous!'
Collaborative Worldbuilding For Writers And Gamers
Author: Trent Hergenrader
Editor: Bloomsbury Publishing
ISBN: 1350016683
Size: 20,18 MB
Format: PDF, ePub
Read: 274
DownloadEditor: Bloomsbury Publishing
ISBN: 1350016683
Size: 20,18 MB
Format: PDF, ePub
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The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Author: Joe Ballarini
Editor: HarperCollins
ISBN: 0062437852
Size: 12,60 MB
Format: PDF, ePub
Read: 104
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ISBN: 0062437852
Size: 12,60 MB
Format: PDF, ePub
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The Last Kids on Earth meets Goosebumps in this hilarious new series about a secret society of babysitters who protect kids from the monsters that really do live under their beds! When middle schooler Kelly Ferguson’s Halloween plans switch from party-going to babysitting, she thinks the scariest part of her night will be the death of her social life. But then Baby Jacob gets kidnapped by the Boogeyman’s minions and Kelly learns there’s a whole lot more to childcare than free snacks and Netflix. Like chasing shadow monsters, drop-kicking Toadies, and mastering monster-fighting moves like the Naptime Headlock and Playground Punch. Now, with the help of an ancient handbook and a secret society of butt-kicking babysitters, Kelly sets out to destroy the Boogeyman before he brings Jacob’s nightmares to life. But when the monsters’ trail leads to her school’s big Halloween bash, Kelly will have to prove she can save the world—without totally embarrassing herself in front of her friends. Packed with black-and-white illustrations and insider secrets from the world of monster hunting, A Babysitter’s Guide to Monster Hunting is full of tricks, treats, and terrifying twists!
A Field Guide To Monsters
Author: Dave Elliott
Editor:
ISBN: 9781435105300
Size: 20,72 MB
Format: PDF, ePub, Mobi
Read: 567
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ISBN: 9781435105300
Size: 20,72 MB
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Author: George M. Eberhart
Editor: ABC-CLIO
ISBN: 1576072835
Size: 14,75 MB
Format: PDF, ePub
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ISBN: 1576072835
Size: 14,75 MB
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Offers a comprehensive guide to identifying animals yet to be officially recognized in science, and discusses where these animals live and why they remain a mystery.
The Rough Guide To Greek Islands
Author: Rough Guides
Editor: Penguin
ISBN: 1409359646
Size: 19,86 MB
Format: PDF, Docs
Read: 161
DownloadEditor: Penguin
ISBN: 1409359646
Size: 19,86 MB
Format: PDF, Docs
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Now available in ePub format. Now in its 8th edition, The Rough Guide to the Greek Islands is the definitive guidebook to this fantastic region. This full-color edition has been completely revamped and updated with new user-friendly accommodation and eating reviews and crystal-clear maps, but still holds onto all the best features of the guidebook, such as detailed background and a journalistic eye for detail. Get the low down on island hopping from Corfu to Kós, read insider tips on the best beaches to escape the crowds, and discover the choicest resorts from boutique to backpacker. Read expert information on everything Greek-from Homer to hiking. As our readers put it, this is 'simply the best guide you can get,' 'packed with accurate, practical detail,' 'the most complete, and the most readable and frank' of the guidebooks. Travel like you mean it, with The Rough Guide to the Greek Islands.
Author: W. Haden Blackman
Editor:
ISBN:
Size: 13,72 MB
Format: PDF
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ISBN:
Size: 13,72 MB
Format: PDF
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Describes the appearance, habitat, diet, and behavior of over 100 beasts drawn from mythology, urban legends, American and Canadian folklore, and sightings
Ultimate Guide To Youtube For Business
Author: Jason R. Rich
Editor: Entrepreneur Press
ISBN: 161308241X
Size: 14,54 MB
Format: PDF, Mobi
Read: 776
DownloadEditor: Entrepreneur Press
ISBN: 161308241X
Size: 14,54 MB
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From video production to promotion, author Jason R. Rich details how to use the power of YouTube to promote business brands, products, or services, ultimately attracting new customers. Unfamiliar entrepreneurs receive a full tutorial on pre-production and production essentials, from developing video ideas that attract attention to overcoming lighting and sound challenges. Amateur producers receive a full list of equipment needed, and they gain tips from well-known YouTube users on how to produce quality spots without breaking the bank. After covering the basics, Rich — joined by YouTube-savvy entrepreneurs — reveals how small business owners can drive viewers to contact their business. Rich also shows entrepreneurs how they can make money, while promoting themselves.
Author: Elizabeth Lyon
Editor: Penguin
ISBN: 9781101143889
Size: 20,48 MB
Format: PDF, Docs
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ISBN: 9781101143889
Size: 20,48 MB
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The second book in the Writer's Compass series from professional writing instructor Elizabeth Lyon offers both aspiring and established authors the fundamentals of writing and selling a great novel or short story. In addition to the basics of characterization, plot, pacing, and theme, A Writer's Guide to Fiction also features a plan for revising fiction, a guide to marketing, samples of cover and query letters, and methods of honing the writing craft.
The Rough Guide To Rock
Author: Peter Buckley
Editor: Rough Guides
ISBN: 9781843531050
Size: 14,33 MB
Format: PDF, Mobi
Read: 376
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ISBN: 9781843531050
Size: 14,33 MB
Format: PDF, Mobi
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Compiles career biographies of over 1,200 artists and rock music reviews written by fans covering every phase of rock from R&B through punk and rap.
The venerable Dungeons & Dragons franchise, the granddaddy of the modern role-playing game, is now in its 5th edition. And, to hear publisher Wizards of the Coast tell it, the sourcebooks are selling like hot cakes. More people than ever before are discovering the magic of rolling dice and telling stories with their friends, and lapsed fans are returning in droves.
For lead designer Mike Mearls, that’s created a bit of a problem. How do you keep the source material fresh for a 42-year old franchise? And, when you’re in the business of selling books, how do you make the next one more interesting than the last?
Consider a pillar of the franchise, the sourcebook known as the Monster Manual. The first, titled simply Monster Manual, was published in 1977. Since then there have been 18 iterations, some for different editions of the game with different rulesets, others with slightly different snippets of lore. But, through the decades, it’s always been roughly the same thing: An alphabetical list of monsters.
'I have this kind of personal philosophy for managing the product line,' Mearls said last month in Renton, Washington. 'I don't want to duplicate any product that's come before. I think that if people have seen it, then it's not really new and it's not really exciting.'
This time around, he and his team have decided to do something a little bit different. Their next take on the Monster Manual will be called Volo’s Guide to Monsters and, for the first time, it will have a lot more character to it.
'It's risky,' Mearls said. 'In the end, it's still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we're selling ourselves short. So the idea was, the kind of genesis of it, was that want to do something that's more story oriented.'
Volo’s Guide will have a narrator — two actually. One will be Volothamp Geddarm, an over-the-top, braggadocious explorer. The other will be Elminster, the wise Sage of Shadowdale. And the two will often be at odds with one another. Their differing accounts will be scattered throughout the book, and take the shape of comments scribbled in the margin.
Wizards of the Coast wants their sourcebooks to be fun to read.
Put simply, the goal is to create a book that high-level players and dungeon masters will enjoy reading. The goal, in the end, is to inspire new stories at the table, not simply reinforce the lore of the Forgotten Realms and ram storylines down player’s throats.
'I have this pet phrase I use,' Mearls said. 'I like to say that we're living in a post Game of Thrones world. Fantasy has changed.
'If you look at science fiction follows, I think an arc that fantasy is following now. In the 50’s, science fiction was very iconic, and at least in movies, very much templated. You had the flying saucer, or the rocket ship, you had either the aliens who were clearly monsters — like the guy in the deep sea diving helmet wearing the gorilla coming to eat people or whatever. Or they were people in funny outfits who were very inscrutable and so much more advanced that we were, and that was your pantheon.'
Later, as science fiction entered the ‘60s and the ‘70s, it began to be entrusted with more serious themes and dealt with issues of change in modern culture as a whole.
'So you have this new wave of science fiction coming through and science fiction grows up,' Mearls said. 'It became Alien — a horror movie in outer space. It becomes Soylent Green, which is kind of like this social commentary on science fiction. It's Rollerball, right? This entire thing about what’s it really mean to have free will, and can there really be freedom in a technological society? But it's still science fiction.'
The fantasy genre is growing up.
Mearls sees Game of Thrones as evidence of the same kind of evolution in the fantasy genre, and it’s his hope that Volo’s Guide can become a new kind of sourcebook to help bring about new kinds of stories.
So what’s inside? I’ve had an advanced digital copy for a few weeks now and I’m pretty impressed at what I’ve found.
The first third of the book is a series of deep dives on specific species of monsters. How specific? Mearls and his team lavish nearly 14 full two-column pages on beholders alone, exploring every aspect of their nature both in and out of combat.
Most of the information is great fodder for dungeon masters. How do you roleplay a beholder? How do you speak like a giant? What does their four-tier caste system contribute to goblin society? What does a gnoll chant to keep his spirits up while on the hunt? What is the lifecycle of a mind flayer?
Well, actually, I’ll let Volo himself handle that last one.
Ever wondered what a hag is most likely to drive off the used car lot, or fancied a careful examination of the kobold pantheon? It’s all in there, and something is going to light a fire in your mind and bring a richer, more memorable experience to the table.
The second third of the book might be my favorite. I’m not able to share much, but suffice it to say that with Volo’s Guide both dungeon masters and players will be able to bring new races to the table, both as player and non-player characters. That includes rules for goblins, orcs and even something called a 'firbolg.'
The final third contains rules for 96 monsters that are new to fifth edition, including the Gauth and the Mindwitness.
All told, Wizards of the Coast sent over six pages to share with our readers. We’ll include the final three below.
The very last section of the book features a great add-on. It's a nice little appendix that includes a handful of fully detailed stock NPCs. It makes the entire package a fantastic resource for dungeon masters, turning a pretty standard sourcebook into a self-contained toolkit capable of spawning dozens of different dungeons — or sparking entire campaigns — without very much prep work at all.
To create it, Mearls says his team has had to take a long hard look at Dungeons & Dragons’ oldest and most iconic creatures. Their goal was to explain them to a degree that’s never been canonically attempted before in one place.
'If you take a look at something like a mind flayer,' Mearls said, 'it has that sort of ‘50s science fiction feel. It’s the creepy monster that lives under the bed and eats your brain by the end of story. But I think with a 21st century approach, you can say, ‘Well, who is the mind flayer.’ And it sounds funny, but then you start getting into it. What's with this guy eating brains?
'Dungeons & Dragons was very much developed with this almost scientific mindset,' Mearls said. 'What's the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that's their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they've ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?'
Mearls says that, if the book is successful, he intends for his team to handle more of their upcoming sourcebooks in a similar way.
Volo’s Guide to Monsters will be available at your friendly local game store on Nov. 15. You can also find it on Amazon. It’s also the first Dungeons & Dragons product to have a collectible, alternate cover which you can see here .