Path of the Ogre


Book Description

Ogre is a dog in a world ruled by cats. They are the kings. They are the emperors. They are the gods of their many worlds. He is sent to the World Tutorial Tower, with no memory of his past life, a beast with so much potential the worlds are shaken with his arrival. Ogre grows more powerful by the day and with each level he attains he grows more powerful still. He will need that power…for a calamity brews on the horizon. One that he cannot stop but must face. The Worldeater. Powers rise against him; political animals seek to cage Ogre. All the while the true threat grows ever closer. Will Ogre save the Dream or destroy it?




Game Engine Design and Implementation


Book Description

In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more.




The Monsters Know What They're Doing


Book Description

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.




Castle Roogna


Book Description

Once upon a past. . . . Millie had been a ghost for 800 years. But now, restored by the magic of Xanth, she was again a maddeningly desirable woman. She could have had any man she wanted . . . except the one she did want, Jonathan the zombie. To grant Millie her desire, and to prove his right to rule Xanth in the future, young Magician Dor embarked on a quest for the elixir which would restore Jonathan to full life. But the potion could be found only in the past . . . so, through a magic tapestry, to the past he went, taking over the body of a barbarian warrior. The first person he encountered there was Jumper, a giant spider—a nightmare monster, but a staunch friend and much-needed ally in peril-haunted, ancient Xanth. Then Dor met Millie—800 years younger, but just as lovely. And he realized that, in his new body, he was no longer twelve years old . . .




Demons Don't Dream


Book Description

“Series fans will find themselves right at home” as a computer game draws two players into the illusion-, pun-, and dragon-filled land of Xanth (Kirkus Reviews). Sixteen-year-old Dug has yet to be impressed by a computer game, but that’s before he gets hooked by Companions of Xanth—and the beguilingly beautiful princess-serpent he’s chosen to guide him. Nada Naga has her work cut out for her keeping Dug’s eyes on the magical prize . . . and off of her human form. Kim is no stranger to Xanth, which is why she chooses her favorite companion, Jenny Elf, to accompany her through its marvels—and dangers. Though Kim’s hyper-enthusiasm is infectious, she doesn’t really believe that Xanth is real, and it’s up to Jenny to prove it. What the two players don’t know is that there’s more at stake than winning; the very existence of Xanth hangs in the balance. Demons may run the game, but there are voids to avoid, loan sharks to outswim, and Com Pewter—the most evil machine of all—to outwit. Not to mention that a companion may be just as willing to sabotage Dug and Kim as help them succeed . . . “The legions of Xanth readers can rest assured that [Demons Don’t Dream] contains plenty of the punningly named animals, vegetables, people and things (such as the Ice Queen Clone and the Censor-Ship) that have become the series’ raison d’etre.” —Publishers Weekly




Xanth by Two


Book Description

In "Demons Don't Dream," Dug and Kim battle across the terrain as they test their mettle; and in "Harpy Thyme," Gloha agrees to serve the Good Magician for one year if the magician will create her a male harpy to love.







Pathfinder Tales: The Crusader Road


Book Description

When the aristocratic Vishov family is banished from their native Ustalav due to underhanded politics, they're faced with a choice: fade slowly into obscurity, or strike out for the nearby River Kingdoms and establish a new holding on the untamed frontier. For Lady Tyressa Vishov, the decision is simple. Together with her children and loyal retainers, she'll forge a new life in the infamous Echo Wood, and neither bloodthirsty monsters nor local despots will stop her from reclaiming her family honor. Yet the shadow of Ustalavic politics is long, and even in a remote and lawless territory, there may be those determined to see the Vishov family fail... From New York Times bestselling author Michael A. Stackpole comes a new novel of frontier adventure set in the world of the Pathfinder Roleplaying Game and the new Pathfinder Online massively multiplayer online roleplaying game. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




The Book of Kreshnu, Paths of Princes


Book Description

Paths of Princes continues the story of Thymian and Rosh Kreshnu, as they journey into the heart of Enclasia, a wild and beautiful land inhabited by strange races of man and beast. Separated by a violent coastal storm, each must find their own way. In this land, ancient powers will awaken within them, powers capable of savings lives, and taking them. Meanwhile the members of a desperate rescue party struggle for survival on the beaches, canyons, and deserts of Enclasia. The twins' father, Jacob, leads the survivors of the wreck of the Larion as best he can. He must do so without Boon's help. The exile has demons of his own to face down. Each step the twins take leads them closer to a destiny that is slowly revealing itself. If they fail to discover the truth in time, a terrible fate will be visited upon Enclasia. The land will be cleansed, as the Book of Light tells, whether through the purity of heart of those who live above ground, or purged from below by the dread servants of Uel, Goddess of Enclasia.




Ogre, Ogre


Book Description

When a Nymph rides a Night Mare, Ogre beware! Smash knew all about ogres. After all, despite his having a human mother, Smash was an ogre himself. Ogres were not only huge and horribly ugly, as Smash was; they were also so stupid they could hardly speak, and they spent most of their time fighting, destroying, and eating young girls. So what was he doing here with seven assorted females looking to him to guide them and save them? Even in Xanth, where magic made anything possible, why should Tandy the Nymph trust him and seem fond of him? And how could all that high-flown conversation be coming out of his mouth? But that, it seemed, was what he got for going to Good Magician Humfrey for an Answer—before he even knew what the Question was!