Escape from the Carnivale: A Never Land Adventure (Never Land Book)
Average customer rating: 4.5 out of 5 stars
  • Exciting Story of Neverland
  • Escape from the Carnivale: A Never Land Adventure
  • Peter Pan: now you know the rest of the story
  • *** Buyer Beware ****
  • "Peter and the Starcatchers" for the younger set
Escape from the Carnivale: A Never Land Adventure (Never Land Book)
Ridley Pearson , and Dave Barry
Manufacturer: Disney Editions
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786837896

Customer Reviews:

5 out of 5 stars Exciting Story of Neverland.......2007-08-19

My daughter says Escape from the Carnivale is very exciting. She didn't want to put it down! She recommends highly! She loved getting to know the mermaids and Little Scallop. The Lost Boys are funny! She has moved on to Cave of the Dark Wind. It sounds exciting too!

5 out of 5 stars Escape from the Carnivale: A Never Land Adventure.......2007-08-11

My grandchildren and I are enjoying listening to this series together. Jim Dale is the best reader. He brings all the characters to life for even a grandmother!

Yolanda
Edmond, Ok

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4 out of 5 stars Peter Pan: now you know the rest of the story.......2007-07-18

Have you ever wondered about Peter Pan? Where he came from? Why he's ageless? Just where did he learn to fly? Well Ridley Pearson and Dave Barry have filled in the blanks. A "children's book" that this adult enjoyed!

5 out of 5 stars *** Buyer Beware ****.......2007-03-30

If you're expecting the same caliber of book as 'Peter and the StarCatchers' or 'Peter and the Shadow Thieves' both by Dave Barry, this book is only a 2-3 hour read and not the continuation of those two books. From the cover you get the impression that it's another FULL NOVEL, but it's not. It's just a short read. The story is nice, but nothing like the EXCELLENT two books listed above.

4 out of 5 stars "Peter and the Starcatchers" for the younger set.......2007-02-16

As a librarian I am always happy to see shorter and/or easier fantasy chapter books. So many children want to read fantasy but struggle with the enormous tomes, which can be daunting. So, this latest entry by Dave Barry and Ridley Pearson - at only 134 pages - was a welcome edition before I had even read page 1. And the story did not disappoint, especially not when listening to an audiobook with the acclaimed Jim Dale performing. The story involves an extended family of mollusks, headed by Giant Prawn; the youngest member of the family, Little Scallop wants to participate more in family adventures, but is restricted to the tidal pools of home. Of course, Little Scallop disobeys and swims off with two mermaids, Surf and Aqua, right into tremendous trouble with pirates and all sorts of other bad guys. Peter and the Lost Boys make an appearance to save the day and all's well. This title will appeal to boys and girls alike; in fact it's a particularly good choice for girly-girls who will enjoy the mermaid aspect. The audio book is excellent - not unexpected with Jim Dale performing; and the print book would also make a good read-aloud for 1st - 3rd graders
Call of Cthulhu (d20 Edition Horror Roleplaying, WotC)
Average customer rating: 3.5 out of 5 stars
  • Librum Cthulhum Deetwentii
  • Excellent d20 book
  • Roleplaying or Combat?
  • A fine adaptation--I just wish it weren't d20!
  • A Fine Adaptation
Call of Cthulhu (d20 Edition Horror Roleplaying, WotC)
Monte Cook , and John Tynes
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786926392
Release Date: 2002-03-01

Book Description

The long-awaited d20 adaptation of Call of Cthulhu in one all inclusive rulebook.

Since the early 1900's, H.P. Lovecraft has been considered one of the top writers in the entire horror genre. Elements of his work have appeared over the years in numerous horror arenas, but now roleplayers can delve into a campaign centered around the author's popular Cthulhu Mythos. The Call of Cthulhu Roleplaying Game contains everything needed to play or narrate a roleplaying campaign, including all core-game rules for the d20 game system.

Customer Reviews:

5 out of 5 stars Librum Cthulhum Deetwentii.......2005-09-11

I had the Chaosium Cthulhu book for a few years when someone recommended that I get the WotC D20 Cthulhu book for additional ideas. After buying and reading it, I feel that it stands well on its own. So I won't be reviewing it in comparison to Chaosium's BRP book, or recommend which one is better, but just to review it as it stands.

First, the externals. It is a nice book - a solid hardback, with art to look like a grimoire or other tome. I like a sturdy rulesbook that structurally feels in flavor for the game it is made for. The interior art is in color (!) and is mostly very good, with the chapter heading paintings looking particularly realistic. The layout is readable, the paper feels dependable, and the page coloration changes subtly by chapter (for quick flipping). In short, it looks and feels like a book you might like to own (sometimes I feel guilty about owning ugly books).

Next, I'll note that the mechanics are included. That's good, because I don't intend to buy any more d20 products (wait, that's a lie. I have already bought another d20 book to use with this one; I definitely wouldn't have if the d20 rules weren't spelled out). Everything you need to know about generating a character, advancing in levels, acquiring skills, and combat is included (which I didn't necessarily expect when I bought it - I guess it's a true stand-alone). It was difficult to sort through, and not terribly well organized. I assume that the mechanics were squeezed in so that more could be spent on Cthulhu than on d20. I did feel that my old AD&D 2E book was more clear (not saying the mechincs were better, just that I understood the presentation better after reading it). Feats and skill ranks are new to me, so I can't really review that section other than to say that it's there. I personally think that for all the rules, tables, and modifiers, the DM is just going to pick a dice check number that matches the difficulty he/she thinks the situations should have relative to your skill, so why bother with all the crunchiness? But I'm not a big shot like Monte Cook or John Tynes, and this is d20, so I'll take their word for it.

Guns and other equipment is covered in excellent detail - nice to have it all in one place.

Magic - tomes are covered very well, and even BRP Cthulhu people might benefit from reading the section on how sanity loss from reading Mythos books occurs. Specific tomes are covered, along with all the spells from the BRP game.

Creatures - all the major critters have entries. I think the stats are a little silly, and not consistemt with descriptions or at appropriate levels relative to other monsters. Also, given the deadliness of some monsters' descriptions, the challenge ratings seem much too low.

The Mythos - the idea of Lovecraft's vision is explained. Also, each decade is explained in terms of the progression of the End Times, and how each decade might be played along with movie and literature references that are appropriate for inspiration.

How to run a game - this is probably the most useful chapter in any game book I've ever bought. There are 40 pages on how to create backstory, create good horror, keep a game going, and please your players. I wish all gmaes came with this kind of explanation about what are the elements of a good game with lots of examples. Even if you never play d20, this is great for any other horror game.

The two scenarios are well-designed with plenty of investigation that is also accessible to the players. All useful details are included for what may be a first-time GM.

At the back are a Monstrous Compendium of deities for use if you want in a D&D game. I feel like they need to be in the book, and the stats hardly matter anyway. There is also a conversion table for BRP and d20, as well as a bibliography of Cthulhu books to read.

Excellent presentation, excellent material, useful to more than just d20 players but contains everything needed to play d20. An excellent buy for anyone in horror gaming, I think.

5 out of 5 stars Excellent d20 book.......2005-01-22

This d20 Call of Cthulhu is probably not to the liking of purists since it presents, to begin with, a set of different rules. As you know, people don't like to change of game mechanics. So, if you really like the d20 / D&D 3rd rules, this d20 supplement is for you!! In fact it is an excellent product, with nice layout and illustrations, and well written. Just if you wanted to add the Mythos to D&D 3rd ed., this book is worth the purchase. Now, as much the purists want to see a Call of Cthulhu game as one where player characters are expected to die within a couple of sessions, some others don't!! There are also players who like games where the PCs survive and thrive. As such, a combat oriented d20 CoC is not necessarily a bad thing! Anyway, if you really would like to do a "pulp" Cthulhu, you would better add some d20 Modern to it, since d20 CoC nonetheless goes for characters who are weak and nearly hopeless.

1 out of 5 stars Roleplaying or Combat?.......2004-09-03

Very simple. If you want to roleplay, love character (personality) development, truly love the horror of Lovecraft's brilliant world and want a memorable experience, buy Chaosium's original, elegant game.

If you want a combat oriented game with a clumsy, ugly gaming system, go d20.

Your choice.

5 out of 5 stars A fine adaptation--I just wish it weren't d20!.......2004-01-13

First, a word of warning to the shopper--although Amazon doesn't make it clear in the title, this is the d20 version of the Call of Cthulhu RPG.

That out of the way--the greatest thing in this book is John Tynes' articles on how to GM a Call of Cthulhu game, and the background info on the Mythos. They are actually better than what's in the regular (non-d20) Call of Cthulu rulebook. Also, the rules for psychic characters are intriguing, and it's kinda kewl to have all those Mythos monsters and gods statted up for d20, so you can spring them on your unsuspecting Dungeons and Dragons characters.

Those good points are so very very good that I give this product 5 stars, despite one very serious flaw: the rules are lame. Oh, Tynes and Cook do good things with them--many of their ideas were later used in other d20 products, and they certainly make some small improvements with the d20 rules. But it's still d20, and thus far clunkier and less elegant than the original Call of Cthulhu rules. Now, those CoC rules are far from perfect, but still, they are so much easier to learn and to use, and really, the *only* thing you need to buy to play CoC is the rulebook--no, not the "core" rulebook, because there *aren't* any other rulebooks! Oh sure, there are supplements, but unlike D&D, none of them is crucial to play. And unlike D&D, when Chaosium does a new edition, they don't change it so much that it's completely incompatible with previous material. Most of the changes are in gathering together published spells and monsters and equipment, so that (gasp!) you won't *have* to buy other supplements!

So, I didn't actually buy it for the d20 rules--although that will allow me to introduce my local gaming group (some members of which refuse to play anything other than D&D) to CoC. I bought it as a supplement for the regular version of Call of Cthulhu--something entirely unnecessary, but beautiful and fun to have. Looked at that way, it's 5 stars, easy.

4 out of 5 stars A Fine Adaptation.......2003-12-02

Okay, I'll be honest. I do prefer the original Chaosium CoC to Wizards Of The Coast's adaptation. What I supremely loved about the original Call Of Cthulhu was that knowledge that reading that obscure occult tome was NOT a good idea and that nothing at all was what it seemed. Yes, characters either died or went insane, but that's what made it fun. The original Call Of Cthulhu was about the journey rather than the end. The new d20 Call Of Cthulhu takes away from that paranoid feel of the original game, making it a bit more combat-intensive and less mood-oriented.

However, let's be honest here. It's the GM that creates the mood for the game. It's all about imagination, baby. It's easy to create a more mood-oriented d20 CoC campaign - the book even gives pointers. The rulebook is quite adaptable, including tips on incorporating the Mythos creatures, deities, and Sanity rules into a D&D Campaign (I imagine that they can be added to a d20Modern campaign as well).

If you already have Chaosium's core CoC rulebook, there's no need to get this unless you want to incorporate the Mythos into D&D. If you're a D&D3E fan and don't own Chaosium's rulebook and/or have never played Call Of Cthulhu but want to learn it in a familiar framework, you can do far, far worse than WotC's adaptation of a classic game. The d20 adaptation features gorgeous artwork, a recommended reading list, and even adaptations to older CoC supplements.

Enjoy!
Stop Teaching Our Kids to Kill : A Call to Action Against TV, Movie and Video Game Violence
Average customer rating: 4 out of 5 stars
  • Stop Teaching Our Kids to Kill
  • Important as Today's Headlines
  • This book should be widely read
  • The most Eye Opening Book on children and violence
  • Highly credible with an interesting approach
Stop Teaching Our Kids to Kill : A Call to Action Against TV, Movie and Video Game Violence
Dave Grossman , and Gloria Degaetano
Manufacturer: Crown
ProductGroup: Book
Binding: Hardcover

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ASIN: 0609606131
Release Date: 1999-10-05

Book Description

There is perhaps no bigger or more important issue in America at present than youth violence. Jonesboro; Paducah; Pearl, Mississippi; Stamps, Arkansas; Conyers, Georgia; and, of course, Littleton, Colorado. We know them all too well, and for all the wrong reasons: kids, some as young as eleven years old, taking up arms and, with deadly, frightening accuracy, murdering anyone in their paths. What is going on? According to the authors of Stop Teaching Our Kids to Kill, there is blame to be laid right at the feet of the makers of violent video games (called "murder trainers" by one expert), the TV networks, and the Hollywood movie studios--the people responsible for the fact that children witness literally thousands of violent images a day.

Authors Lt. Col. Dave Grossman and Gloria DeGaetano offer incontrovertible evidence, much of it based on recent major scientific studies and empirical research, that movies, TV, and video games are not just conditioning children to be violent--and unaware of the consequences of that violence--but are teaching the very mechanics of killing. Their book is a much-needed call to action for every parent, teacher, and citizen to help our children and stop the wave of killing and violence gripping America's youth. And, most important, it is a blueprint for us all on how that can be achieved.

In Paducah, Kentucky, Michael Carneal, a fourteen-year-old boy who stole a gun from a neighbor's house, brought it to school and fired eight shots at a student prayer group as they were breaking up. Prior to this event, he had never shot a real gun before. Of the eight shots he fired, he had eight hits on eight different kids. Five were head shots, the other three upper torso. The result was three dead, one paralyzed for life. The FBI says that the average, experienced, qualified law enforcement officer, in the average shootout, at an average range of seven yards, hits with less than one bullet in five. How does a child acquire such killing ability? What would lead him to go out and commit such a horrific act?

Customer Reviews:

4 out of 5 stars Stop Teaching Our Kids to Kill.......2007-05-17

This book hits upon a topic that has become severe in this country; youth violence. It discusses many avenues that contribute to our youth using violence against each other. It brings to light numerous strategies that parents, teachers, and other adult agencies can use to decrease, if not completely vanish, the violence seen in our youth. Fantastically written, this book is a must read for anyone who has kids, deals with kids, or is just a member of our society.

5 out of 5 stars Important as Today's Headlines.......2007-03-19

Lt Col Grossman spent a lifetime studying what made soldiers more efficient killers in combat and able to survive. His work extended in to the world of police officers. With a worldwide reputation Grossman is the goto guy.

And then Grossman turned his focus on the army of deadly young killers. Killers who achieve far better performance than police officers in combat. Somewhere in their "training" was a mechanism that turned off the moral control system and honed their responses. As one young killer explained why he first killed his enemies and then his friends, he was on a roll.

Bound to be opposed by Hollywood, the electronic games folks and others, Grossman has the credentials that demand attention from balanced readers.

Grossman documents the effectiveness of "games" which give potential killers the motor skills, training and discipline to be cold blooded mass killers, without any training whatsoever on real firearms. Games, TV and the movies have sanitized shooting and death. The first bullet ever fired by the youngster is a head shot and just like he has done in thousands of games he quickly turns to make the next shot , the next and the next , just as he has been so well trained to do.

In contrast the young person familiar with firearms is far more likely to stop after one shot, devastated by what they have done.

One of the truly worrisome details highlighted by the book is that the only reason murders and murder rates have declined is the higher quality of emergency medicine available in most areas of the country. Without these improvements in emergency medicine the murder rate would have increased significantly.

Today April 16, 2006 his message is more relevant than ever before. Give knowledge a chance. The pattern of the Virginia school shootings follows the warning pattern described by Grossman. If we fail to heed the message we condemn hundreds to their deaths at the hands of these killers we have raised in our communities.

Highly recommended.

5 out of 5 stars This book should be widely read.......2005-12-06

This book approaches the phenomenon of media violence in three parts. First, it points to the rising crime rate in America, during a period of declining racial violence, soaring incarceration rate, terrific advances in police technology, advanced medical technology, faster first-response medical help, and an increasingly educated populace. Yet violent crime has skyrocketed (Aggravated assault, to take one example, was 80/100,000 in 1960, and is about 400/100,000 today), and the muder rate has remained level. To see how far medical advances have come and to illustrate how the murder rate should be declining, the authors point out that that a wound that 9 times out of 10 killed in WWII was survived 9 times out of 10 in Vietnam.

The relationship between these trends and violent media is not one of pure speculation, but of methodical study. There have been thousands of studies on the relation, virtually all of which have concluded a link between violent media and violent behavior. One of the most interesting studies related took place in an area where there were four villages, all without television. Researches went in and observed for two weeks children on the playgrounds in these villages, and recorded all instances of physical aggression. Then televisions were brought into two of the villages. New researchers, unaware of the goal of their research, were brought in to again observe the children. Levels of aggression remained constant in the villages without television, and increased 160% in the villages with television.

The second part of this book talks about how watching violent media actually affects us. It does so in 3 ways:

1. It incites fear in us. Violent crimes are much, much more common in TV-world than in the real world. We subconsciously internalize this danger, and become more fearful of others than we would be if we weren't so hyperaware of violence, and didn't expect violence to be so common.
2. It desensitizes us. The more violence we watch, the less is affects us physically. The level of violence that excites a person's body to a certain point must continually increase to keep effecting the same reaction. As we become hardened to violence and horror on the screen, we also become jaded, without realizing it, to real-life violence.
3. It makes us more aggressive. A person who watches violent media, when presented with a conflict situation, is more liable to think of a violent solution as a viable one, and quicker to resort to such a solution

The third part of this book deals with video games, which have much the same effect as violent TV and movies. Further, however:

1. They train players to kill. Michael Carneal, a 14 year old kid who had never fired a gun before, went on a spree one day. 8 shots to 8 people, all in the head or upper torso. This inexperienced kid killed like a Special Forces vet. Video games didn't make him kill, but he (and many others) could never have been so deadly without them.
2. Video Games lower the resistence to killing. One of the greatest innovations in military technology between WWII (where on average 15% of soldiers actually fired at the enemy) and Vietnam (90% fire rate) was the movement from bulleyes to silouhettes in targeting practice. Video games are even better. Playing them, one becomes used to shooting at human figures. A first person shooter player just doesn't have same the resistence to shooting another human as a non-player.

In sum, video games don't make people kill, but they do make them damn good at it, and they do lower internal resistences which might otherwise prevent someone from killing.

I said that there were three parts in this book, but there is actually a fourth. Both authors are parents, and end the book in practical advice about how to talk to kids about simulated violence.

If you watch a lot of violent media or play a lot of violent video games, this book does call for some self-examination. It is difficult, however. How can you tell if you are desensitized? How can you tell if you are fearful, or aggressive? I can only say that I have, long before reading this book, been finding myself more senstive to violence, less aggressive, and less fearful of other's aggression since I have stopped watching TV and stopped playing video games.

5 out of 5 stars The most Eye Opening Book on children and violence.......2005-09-07

This book is definitely an eye opener for parents and future parents. Mr. Grossman has packed this book full of knowledge that will "without a doubt" keep your child more safe and less likely to turn to violence. He gives you excellent statistics, knowledge, case studies, and powerful tips that WILL keep your child safe and on the road to success. This book is the best violence+children book I have read. Excellent work and a must read for all parents.

4 out of 5 stars Highly credible with an interesting approach.......2005-05-27

The authors explore the possibility that violence committed by young people results from what they learn through television, movies, and video games. They cite scientific studies and research to emphasize that children actually learn how to kill by viewing these games and programs. It takes an in-depth look at media violence, but does not touch on the other media-related social problems.
Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides)
Average customer rating: 4.5 out of 5 stars
  • Still something to be desired
  • AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides)
Bart G. Farkas
Manufacturer: BRADY GAMES
ProductGroup: Book
Binding: Paperback

GeneralGeneral | Strategy Guides | Games & Strategy Guides | Computers & Internet | Subjects | Books
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ASIN: 0744004276

Book Description

BradyGames' Call of Duty: Finest Hour Official Strategy Guide includes the following:

  • Mission Strategy: We lead you through all 19 missions, all three campaigns-Russia, Britain, and United States!
  • Maps for Every Mission: We diagram the way through every scenario, pinpointing crucial items, enemies, and locations.
  • Expert Infantry Training: Exploit your skills and the environment to outwit your enemy. We provide all the intelligence you'll need to achieve every objective.
  • Complete Weapon Tactics: Utilize your arsenal to its fullest. We help you pick the right tools for the job and use them with lethal efficiency.
  • Fascinating WWII historical perspective, Multiplayer coverage, and much more!
  • Customer Reviews:

    4 out of 5 stars Still something to be desired.......2005-08-12

    This book also leaves much to be desired, and I still think that Mark Walker is a much better author. But I did get some info from this book, and am happy with it as it is. The book arrived in a timely manor and in excellent shape. Thanks.

    5 out of 5 stars AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.......2004-11-09

    THIS STRATEGY GUIDE RULES! W/O IT I WOULD HAVE NEVER BEAT THIS GAME. IT HAS DETAILED DESCRIPITIONS OF ALL THE WEAPONS AND MAPS. AS WELL AS IN DEPTH TACTIC GUIDES.


    A MUST HAVE FOR THE H/C GAMER:)!!!!!!!!!!!!!!!!!!
    Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition
    Average customer rating: 4.5 out of 5 stars
    • RPG
    • Perfect roleplaying game for over 30's!
    • d100
    • A great book / supplement...
    • Fun Evening
    Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition
    Sandy Petersen , and Lynn Willis
    Manufacturer: Chaosium
    ProductGroup: Book
    Binding: Paperback

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    Petersen, SandyPetersen, Sandy | ( P ) | Authors, A-Z | Horror | Genre Fiction | Literature & Fiction | Subjects | Books
    Willis, LynnWillis, Lynn | ( W ) | Authors, A-Z | Horror | Genre Fiction | Literature & Fiction | Subjects | Books
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    1. Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying) Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying)
    2. The Keeper's Companion 2: Prohibition, Firearms, Tomes, & Creatures (Call of Cthulhu Roleplaying, 2395) The Keeper's Companion 2: Prohibition, Firearms, Tomes, & Creatures (Call of Cthulhu Roleplaying, 2395)
    3. The Keeper's Companion: Blasphemous Knowledge, Forbidden Secrets: A Core Book for Keepers, Vol. 1 (Call of Cthulhu Horror Roleplaying, #2388) The Keeper's Companion: Blasphemous Knowledge, Forbidden Secrets: A Core Book for Keepers, Vol. 1 (Call of Cthulhu Horror Roleplaying, #2388)
    4. Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge: Roleplaying Game Guide (Call of Cthulhu Roleplaying Game) Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge: Roleplaying Game Guide (Call of Cthulhu Roleplaying Game)
    5. Miskatonic University: A Sourcebook (Call of Cthulhu Horror Roleplaying) Miskatonic University: A Sourcebook (Call of Cthulhu Horror Roleplaying)

    ASIN: 1568821816

    Product Description

    CALL OF CTHULHU is Chaosium's classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.

    Customer Reviews:

    4 out of 5 stars RPG.......2007-09-03

    Become an investigator, and soon realise that the most important thing in the world is trying to hang on to your sanity. Avoiding being
    destroyed by creeping monsters and crazed cultists, is good, too, but a quick axe murder might be preferable in some cases to a life and existence of crazed, terrified insanity.

    5 out of 5 stars Perfect roleplaying game for over 30's!.......2007-08-08

    It's been a good 20 years since I've played a roleplaying game, and was reluctant to go back to hacking up Orcs with a +2 Broadsword.
    After some research I learnt about Cthulhu. Unsure of whether to use the original rulebook ( this one ) or the revised (controversial) D20 version, I proceeded to warm my credit card and get both ( the d20 out-of-print version costing double the cost of this book ).

    The d20 book arrived first, and I was quite disappointed. The artwork was juvenile, the game system over complicated. There's just something about adding up endless numbers and then rolling a 20-sided dice that is just, well, uncompelling. The d20 version also has none of the 1920's theme that (for me) was half the movie.

    Two weeks later, this book arrived. Call me old fashioned, but what a treat. Emotive, moody black and white illustrations,numberous Lovecraft quotes(even the full Cthulhu short story), and straightforward game system that appeals to an adult that doesn't have time for convoluted bollocks.
    The writing style is both simple, engaging and quite tongue in cheek.
    Even if you never plan to drag your married friends around a table and force them to roll funny little dice, the book holds up as beautifully realized tribute to Lovecraft and pulp supernatural horror.

    I now understand what all the fuss was about between d20 and the original.

    Sandy's version wins. Hands down.

    PS. mint condition d20 cthulhu rulebook for sale :)

    5 out of 5 stars d100.......2007-07-25

    This is the old system based on d100 for skills. The rules are easy to understand, enough examples are included and not too much as to make it tedious. The book was inspiring.

    5 out of 5 stars A great book / supplement..........2007-02-17

    If you have an interest in the Cthulhu Mythos, even if you don't roleplay, you're going to love this book. It's worth buying just for the three story scenarios in the back. They are impeccably written, and more atmospheric than most of the Lovecraft pastiche you see floating around now days.

    5 out of 5 stars Fun Evening.......2006-12-15

    A gamer friend introduced our social group to this game about a year ago. Many people think these games are just for kids. They aren't. We are 30 something to 50 something in age and we had a great time working together to solve our "case." If you have never played one of these role playing games, they aren't all about weapons and fighting. Yes there are monsters to deal with but this series is ripe with 1920's ambiance that makes the characters fun to play. This rule book contains several adventures to get you started and from there you can choose other scenerio's like San Franciso or New York during the same time period. Share the fun with friends and a good bottle of wine. You won't be disappointed.
    Turning Custom Duck and Game Calls: The Complete Guide for Craftsmen, Collectors, and Outdoorsmen
    Average customer rating: 5 out of 5 stars
    • Duck Callers Delight !
    • Lathe Projects
    • Outstanding Book
    • Very good - How to book
    • Great ideas and instruction
    Turning Custom Duck and Game Calls: The Complete Guide for Craftsmen, Collectors, and Outdoorsmen
    Ed Glenn , and Greg Keats
    Manufacturer: Fox Chapel Publishing
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Crafts & Hobbies | Home & Garden | Subjects | Books
    GeneralGeneral | Woodworking | Crafts & Hobbies | Home & Garden | Subjects | Books
    ProjectsProjects | Woodworking | Crafts & Hobbies | Home & Garden | Subjects | Books
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    1. The Art Of American Game Calls: Duck, Goose, Turkey & More: Identification & Values The Art Of American Game Calls: Duck, Goose, Turkey & More: Identification & Values
    2. Duck Decoys: Classic Carving Projects Made Easy (Classic Carving Projects Made Easy series) Duck Decoys: Classic Carving Projects Made Easy (Classic Carving Projects Made Easy series)
    3. Learn to Turn: A Beginner's Guide to Woodturning from Start to Finish Learn to Turn: A Beginner's Guide to Woodturning from Start to Finish
    4. The Pen Turner's Workbook: Making Pens from Simple to Stunning The Pen Turner's Workbook: Making Pens from Simple to Stunning
    5. Antique-Style Duck Decoys: Contemporary Techniques to Carve and Paint in the Folk Art Tradition Antique-Style Duck Decoys: Contemporary Techniques to Carve and Paint in the Folk Art Tradition

    ASIN: 156523281X

    Book Description

    With comprehensive tips and advice from masters of game call making, this guide will interest woodturners and outdoor enthusiasts alike. Chapters address every aspect of this American folk art, including the history of duck calls, the proper methods of preparation, the right materials and tools, and the best finishing techniques. Readers will also find a gallery of work by noted game call makers, information on goose and deer calls, and a directory of resources for materials.

    Customer Reviews:

    5 out of 5 stars Duck Callers Delight !.......2006-11-06

    After reading this book, I find it to be one of the most if not the most informative instructional tools for any turner who is interested in making high end and high quality duck calls. It breaks down the process of making calls from, choosing materials, styles and basic understanding of the sounding techniques needed to make the best call. It is easy to read and has information not usually made available to the turner who is looking to start out making calls, or to the experienced call maker, looking to improve his or hers technique. The photos are excellent, the colors are vibrant, the handling of the step by step proccess is superb, I would have to say there is not another book on the market of such detailed quality. Since purchasing this book I have turned many calls that have gained me nothing but praise from friends and family, and made enough profit to keep purchasing high quality materials to continue making calls....this book is a bargain in its own right. Buy it with confidence. Share it with pride.

    5 out of 5 stars Lathe Projects.......2006-08-19

    Great book and subject. Very interesting project for the lathe. Good details and information>

    5 out of 5 stars Outstanding Book.......2006-02-25

    This is an outstanding book for beginners and old pros. Everyone can learn something about duck calls from this book!! Kudos to the authors for giving out years of experience.

    5 out of 5 stars Very good - How to book.......2005-12-09

    I would recommend this book to anyone interested in turning calls and has some woodturning experience.

    An excellent book on turning several types of Calls, most on the breath type for ducks and other game. You get a short history lesson, then straight into the anatomy of a call and how it works. The tool and material section will even help the novice to know what is needed to begin a new woodturning experience.

    A chapter covering the design of the barrel and stopper gives the turner the requirements needed for a good call. The book also furnishes some good plans and patterns but encourages you to work toward your own unique designs. Then the book does a very good job, step by step, on the turning procedures. There are many side bar articles on personal preferences on the different parts of several type of calls. Then it concludes with several finishing ideas and also how to take care of the calls in the off season.

    5 out of 5 stars Great ideas and instruction.......2005-11-06

    Turning Custom Duck and Game Calls is a well-written easy to follow book on making game calls. I'm exicted to try the ideas in my wood shop. The pictures were clear, and easy to understand. I recommend this book to anyone interested in duck calls and has their own woodshop.
    Delta Green: Countdown (Call of Cthulhu Horror Roleplaying, Modern Era)
    Average customer rating: 5 out of 5 stars
    • Pagan Does it Again!
    • Not Receive
    • A CoC supplement that kicks ... and takes names...
    • An essential supplement for Call of Cthulhu!
    • Just what I wanted
    Delta Green: Countdown (Call of Cthulhu Horror Roleplaying, Modern Era)
    Dennis Detwiller , Adam S. Glancy , and John Tynes
    Manufacturer: Pagan Publishing
    ProductGroup: Book
    Binding: Paperback

    Role Playing & FantasyRole Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books | Changeling | Dungeons & Dragons | General | Mage | Military Strategy Games | Strategy | Vampire | Werewolf
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    Similar Items:
    1. Delta Green (Call of Cthulhu D20) Delta Green (Call of Cthulhu D20)

    ASIN: 1887797122

    Book Description

    Delta Green: Countdown is a supplement of the Role Playing Game Call of Cthulhu. It is a sequel to the award winning Delta Green supplement and expands that campaign setting into the realm of the international. It includes seven new modern organizations with an interest in the Cthulhu Mythos, three new scenarios and a wealth of appendices.

    Customer Reviews:

    5 out of 5 stars Pagan Does it Again!.......2005-11-30

    If Delta Green is the Best RPG suppliment ever, then this is Number 2. You get more bang for the buck out of this book for $40 than you do in 4 $20 books. It's very well written and is a great read as well. It is how a RPG SHOULD be written.
    If you're a Call of Cthulhu gamer, then this book is a MUST! If you like horror, X-Files, etc...then check it out.

    5 out of 5 stars Not Receive.......2005-09-30

    This product is awesome, but i don't receive form amazon, i buy from others sellers because the delay of order.

    This order be canceled.

    5 out of 5 stars A CoC supplement that kicks ... and takes names..........2002-02-25

    Well worth the seemingly hefty price. In addition to containing source material that benefits *any* modern-day game (e.g. details on international law-enforcement agencies), it includes expansions on things alluded to in the main Delta Green book, such as the Army of the Third Eye, and new icky horrors like the Skoptsi.

    There is also wonderful information on ghoul society and on the "King in Yellow"/Hastur mythos, concluding with "Night Floors," which is in my opinion one of the best damn adventures ever written.

    5 out of 5 stars An essential supplement for Call of Cthulhu!.......2001-06-11

    If you already have Delta Green, Countdown should be your next purchase (if you don't have Delta Green, BUY IT!!!). Countdown adds write-ups for PISCES (Britain), GRU SV-8 (Russia), The Skoptsi, The Outlook Group, Phenomen-X, Keepers of the Faith (Ghouls), and a new look at The Hastur Mythos. Add rules for the Gift (Psychic Powers) and international templates from all over the world and you have a book that would be cheap at twice the price!!

    Pagan Publishing has done it again!!!

    5 out of 5 stars Just what I wanted.......2000-08-31

    After getting and reading the Delta Green book, I was very impressed, but left wanting more. The main DG book has a lot of detail, but it's scope is a bit limited - the main adversaries available are MJ-12, the Karotechia, the Fate, the Mi-Go, and that's about it. There is a lot of terrific, well-researched info on these four, but I wanted more options. More options is what Countdown provides. The bulk of the large book is taken up by thorough, detailed descriptions of more organizations, much like the ones in the original book. These add a wealth of additional details and possibilities to the game world. If you're going to run a DG game, you definitely want to have this book!
    Call of Duty 3 Official Strategy Guide (Brady Games Official Strategy Guides) (Brady Games Official Strategy Guides)
    Average customer rating: 3 out of 5 stars
    • Combat
    • Good for singleplay... a waste of money for multi.
    Call of Duty 3 Official Strategy Guide (Brady Games Official Strategy Guides) (Brady Games Official Strategy Guides)
    BradyGames
    Manufacturer: BRADY GAMES
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Strategy Guides | Games & Strategy Guides | Computers & Internet | Subjects | Books
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    5. Call of Duty? 2 Official Strategy Guide (Official Strategy Guides (Bradygames)) Call of Duty? 2 Official Strategy Guide (Official Strategy Guides (Bradygames))

    ASIN: 0744008425

    Book Description

    BradyGames’ Call of Duty 3 Official Strategy Guide includes the following:

    Platform: PS2, PS3, PSP, Xbox, Xbox 360 and Wii

    Genre: Shooter

    This product is available for sale worldwide.

    Customer Reviews:

    5 out of 5 stars Combat.......2007-01-16

    I like to play this game all the time, it is really realistic to me.

    1 out of 5 stars Good for singleplay... a waste of money for multi........2006-11-26

    I tend to buy the strategy guides, more than anything else, to build up my multiplayer game for Xbox Live. I want to learn the intricacies of different maps, learn where weapons and power-ups are, and compare the loadouts available in multiplayer.

    Unfortunately, the multiplayer coverage in this book is pretty limp... a footnote, at the end of the book. The maps in this book are micro-sized. The authors don't give any real tips for individual maps. They do have a few interesting tips, but not enough to justify buying this book.

    I usually expect much better from Bradygames... their books have given me a powerful advantage with other titles. But the strategy guide for COD3 is just not worth purchasing. Move on to something else.
    Call of Duty? 2 Official Strategy Guide (Official Strategy Guides (Bradygames))
    Average customer rating: 3 out of 5 stars
    • COD 2 Bradygames Guide
    • As useful as an empty ammo clip
    Call of Duty? 2 Official Strategy Guide (Official Strategy Guides (Bradygames))
    BradyGames
    Manufacturer: BRADY GAMES
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Strategy Guides | Games & Strategy Guides | Computers & Internet | Subjects | Books
    Video GamesVideo Games | Games & Strategy Guides | Computers & Internet | Subjects | Books
    GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
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    1. Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides) Call of Duty(tm): Finest Hour Official Strategy Guide (Official Strategy Guides)
    2. Call of Duty 3 Official Strategy Guide (Brady Games Official Strategy Guides) (Brady Games Official Strategy Guides) Call of Duty 3 Official Strategy Guide (Brady Games Official Strategy Guides) (Brady Games Official Strategy Guides)
    3. Quake 4 (Xbox 360) (Prima Official Game Guide) Quake 4 (Xbox 360) (Prima Official Game Guide)
    4. Gun Official Strategy Guide (Official Strategy Guides (Bradygames)) Gun Official Strategy Guide (Official Strategy Guides (Bradygames))
    5. Perfect Dark Zero (Prima Official Game Guide) Perfect Dark Zero (Prima Official Game Guide)

    ASIN: 0744006333

    Book Description

    BradyGames’ Call of Duty 2 Official Strategy Guide includes the following:

    Platform: PC and Xbox 360

    Genre: Action/Adventure

    This product is available for sale worldwide.

    Customer Reviews:

    5 out of 5 stars COD 2 Bradygames Guide.......2006-02-25

    This guide helped me to really enjoy the game. I have several Bradygames Guides and all are first class.

    1 out of 5 stars As useful as an empty ammo clip.......2005-11-23

    Since I had never played a WWII shooter before, I thought it would be a good idea to pick this up when I bought Call of Duty 2. I've gotten hooked on strategy guides in recent years anyway and generally find the maps and other info very helpful. Unfortunately, the Call of Duty 2 Official Strategy Guide is the first one I've ever purchased that I consider a total waste of money.

    To begin with, the game itself is actually very straightforward and easy to figure out. The strategy required to finish a given scenario is generally obvious. While I often died during missions, I knew what to try next in order to succeed.

    On those few occasions when I felt more challenged, I found the book to be no help at all. They tend to give a very general walk through of the mission along with maps that were very difficult to follow. There was never enough detail to be of any real help. In the end, I figured out how to survive and complete all of the missions on my own just as I would have without the book.

    In the final analysis, this book will not justify the money you would spend on it. Call of Duty 2 is challenging in its own way, but it is not a game that demands a clue book. The manual itself is attractive but is ultimately filled with useless filler. Save the money and use it to buy the expansion pack for Call of Duty 2 that will doubtless be released in the coming months.
    Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge: Roleplaying Game Guide (Call of Cthulhu Roleplaying Game)
    Average customer rating: 5 out of 5 stars
    • Deep Ones are just the surface
    Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge: Roleplaying Game Guide (Call of Cthulhu Roleplaying Game)
    Scott David Aniolowski
    Manufacturer: Chaosium
    ProductGroup: Book
    Binding: Paperback

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    1. Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition Call of Cthulhu: Horror Roleplaying in the Worlds of H. P. Lovecraft, 6th Edition
    2. Miskatonic University: A Sourcebook (Call of Cthulhu Horror Roleplaying) Miskatonic University: A Sourcebook (Call of Cthulhu Horror Roleplaying)
    3. Secrets of San Francisco: A 1920s Sourcebook for the City By the Bay (Call of Cthulhu Horror Roleplaying) Secrets of San Francisco: A 1920s Sourcebook for the City By the Bay (Call of Cthulhu Horror Roleplaying)
    4. The Keeper's Companion 2: Prohibition, Firearms, Tomes, & Creatures (Call of Cthulhu Roleplaying, 2395) The Keeper's Companion 2: Prohibition, Firearms, Tomes, & Creatures (Call of Cthulhu Roleplaying, 2395)
    5. The Keeper's Companion: Blasphemous Knowledge, Forbidden Secrets: A Core Book for Keepers, Vol. 1 (Call of Cthulhu Horror Roleplaying, #2388) The Keeper's Companion: Blasphemous Knowledge, Forbidden Secrets: A Core Book for Keepers, Vol. 1 (Call of Cthulhu Horror Roleplaying, #2388)

    ASIN: 1568821794

    Customer Reviews:

    5 out of 5 stars Deep Ones are just the surface.......2007-03-08

    of this amazing collection of CoC beasties. I don't play CoC currently, but this book is so useful that it's worth having and converting d20 to CoC is fairly simple.

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