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32 kirjaa tekijältä Michael Wallace
'ONE OF MY CLIENTS MAY BE PLANNING A MURDER.' Twin brothers Mason and Tyler Linfield are due to split an $800 million inheritance when they turn 25 in a few months. After the estranged heirs unexpectedly decide to take a guided pack trip in the High Sierra wilderness as a 'bonding' experience, Herbert McCabe, attorney for the family trust, is concerned. He turns to Quill Gordon, who accepts an unofficial assignment to see that both brothers get through the trip alive. In the remote back country, unable to communicate with civilization or use modern technology, Gordon and his friend Sam Akers must rely on their wits and intuition to sort out a dangerous and escalating game of bluff and double bluff, where it's hard to tell who the players are and whether anyone is what he or she seems to be. As incident piles upon incident, it becomes an open question whether the twins (or their watchers) will make it to the end of the trail.
Geoff Wallace was a humble man, who went from poverty to wealth, failure to success and back to being poor. But along the way, he discovered a wealth of understanding and gratitude. This book is a testament to his life and humour. Set as short stories for easy reading, in these pages, you will laugh and smile at the antics: Such as when he walked out of the mental asylum because he realised the doctors were crazier than the patients So many stories to lighten your day, this is a must-have book for the coffee table.
Sabres & Sorcery is a traditional, pencil and paper role-playing game, based upon the excellent Sabres & Witchery RPG by Simon Washburne. Those gamers familiar with Sabres & Witchery, Labyrinth Lord, or pre-1990s versions of Dungeons & Dragons, etc. will have no problems understanding these rules. The rules of Sabres & Sorcery are simple enough for a 12-year old to grasp and meaty enough for a 48-year old to enjoy. Included in this book are: * Rules for character creation and advancement, * Rules for exploring deep, dark dungeons and battling those found within, * Rules for magic, including Wizardly corruption, * Traditional range of Monsters, plus a couple of new critters, * Two sample campaign settings, "The Known World", with enough detail to get a campaign going, and the bare minimum detail for "The Gunpowder Plot", * Several pages of graph paper for house rules, notes, maps, etc., * Character sheet to be copied for personal use.
Pulp Adventures for Today! is a high-speed, low-drag Role-playing game based on the science fiction stories of yesteryear, such as Flash Gordon, Buck Rogers, Tarzan of the Apes, John Carter of Mars, etc These rules are designed to be used with any sort of campaign which doesn't rely too much on realism The only things required to play Pulp Adventures for Today! are a group of friends, a handful of standard six-sided dice, a pencil, and your imagination So strap on your blaster, sharpen your saber, climb aboard your war zeppelin and look for adventure Included in this rulebook are: * Rules for character creation, * Skills and how to use them, * Equipment from the past through the future, * A small number of vehicles, * A sampling of critters, * And two sample campaign settings: Terra Reich, in which a horde of evil aliens invade Earth while WW2 is underway and The Atlantean Age, a more typical swords & sorcery setting.