Saturday, November 30, 2019

Warbreaker Download

ISBN: B018UG5G5E
Title: Warbreaker Pdf

After bursting onto the fantasy scene with his acclaimed debut novel, Elantris, and following up with his blockbuster Mistborn trilogy, Brandon Sanderson proves again that he is today's leading master of what Tolkien called "secondary creation", the invention of whole worlds, complete with magics and myths all their own.

Warbreaker is the story of two sisters who happen to be princesses, the God King one of them has to marry, the lesser god who doesn't like his job, and the immortal who's still trying to undo the mistakes he made hundreds of years ago. Their world is one in which those who die in glory return as gods to live confined to a pantheon in Hallandren's capital city and where a power known as BioChromatic magic is based on an essence known as breath that can be collected only one unit at a time from individual people. By using breath and drawing upon the color in everyday objects, all manner of miracles and mischief can be accomplished. It will take considerable quantities of each to resolve all the challenges facing Vivenna and Siri, princesses of Idris; Susebron, the God King; Lightsong, reluctant god of bravery; and mysterious Vasher, the Warbreaker.

Buyer beware This is not a 600+ page book. 20% of the book is annotations on each chapter, essentially the author patting himself on the back for clever choices. While this may be interesting for a student of writing, it fails to compensate for the anti-climatic nature or simplistic consistency of this book. Pass by and grab a Bujold novel or Robin Hobb, or the Expanse series by GRRM’s personal assistant, or pick up Rothfuss or Phillip Charles Stephens or Altered Carbon. There’s better to be found.Fabulous characters, interesting plot -- everything you've come to expect from Sanderson My husband’s been trying to get me to read this book for, like, five years because he said I’d like it … and he was so right. Warbreaker has pretty much everything you’ve come to expect from a Brandon Sanderson book: deep and delightful world-building, a complex and intriguing plot, and a cast of fabulously gray characters that you can’t help but want to hang out with. Yes, even if that means forfeiting your life. Probably. I mean, there’s the tiniest offchance that you might survive, and isn’t that worth it?Thoughts:- Siri is a delight. I mean, who doesn’t love a bad-ass female lead? I mean, you’ve got to give her credit. She tries awfully hard to be the frail, innocent damsel in distress. It’s not her fault that she’s incredibly bad at it. In fact, the only thing she’s been really good at her whole life is being insignificant, because being the youngest of four children (three girls and a boy), that makes her dispensable. Which is a great position to be in because yay, freedom! Until, suddenly, she’s not. Siri is thrown into an impossible situation, at just 17: stop the war, save her people … preferably don’t die? The last one was sort of optional.- There's a talking sword, and I do love talking swords. His name is Nightblood, and I totally want one. It seems like every talking sword I read/see is snarky in some way. Is that a prerequisite? Maybe there’s something in the process of a making a talking sword that automatically snaps their emotional lever off at delicious sarcasm. Either way, I’m all for it! We learn more about Nightblood as the story continues, and his backstory/origin is hinted at, but I thought his personality was brilliant.- ASSASSINS! Oh, wait, that doesn’t tell you anything, does it? AWESOME ASSASSINS! The best part about Denth and Tonk Fah is they’re enlightened assassins. They realize what a short straw their profession has drawn. Why is it that no one believes them? Or trusts them? Or always suspects them of being lying, murdering swindlers with no morals but money? GOSH. Their banter is hilarious. I couldn’t wait for them to pop up again, just to see what they’d have to say again. Their dark humor and sarcasm is delicious, and they were easily my favorite characters in this book just for that. I couldn’t stop laughing.- I’m fairly certain Lightsong the Brave is my spirit animal … and I’m not sure if that’s more of an insult to him or me? I actually think his character arc is the best, and his story was the one I was most eager to read. His arc was a wild ride, but by the time I got to the end, I was so excited for how it culminated. It was perfect!- Sanderson isn’t a romance writer, but his romances are often my favorites, and this is no exception. You know why I love them so much? Because they’re healthy, even when they’re between two pretty messed up characters. And they don’t come easy. They’re earned, like all the best relationships. The relationships in this book (and of course there are some) are slow burns between two strong characters who complement each other.- The world-building’s fabulous, the plots are intricate and well woven together, trust no one, yada, yada, yada, Sanderson. If you’ve read one Sanderson book, you should know pretty well what to expect by now. And if you haven’t … what’s wrong with you? No, off with you. Go to your room, and don’t come out until you’ve finished one. All the things that make Sanderson’s works great are present in this book … except for a sequel.

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Thursday, November 28, 2019

Why Me? Free Pdf

ISBN: B0044UHV9U
Title: Why Me? Pdf
In the blink of an eye, Mom ran up behind me and pushed me into the fence. Instinctively, I reached out my arms to stop my fall and ended up grabbing the live fence. My hands clamped around the thin wires, and my body collapsed to the ground as the electricity coursed through it. I opened my eyes and saw my mother standing over me with the strangest smile on her face. “Oh, my God, I’m going to die!” I thought in panic.
Imagine never being able to close your eyes and remember the feel of your mother’s arms wrapped around you. Now imagine closing your eyes and remembering your mother’s tears splashing down on your face as she is on top of you, crying as she is trying to choke you to death. My mother left me these memories and many more during my traumatic childhood. After many years of struggling with trying to understand “Why Me?” I took back control of my life and started saying, “It was me, now what am I going to do?” The answer is my book, “Why Me?”. It is my childhood journey through the terrors of physical and mental abuse from first grade until the day I moved out. It is my way of letting the world know what was really going on behind closed doors.

The kind of book that sits with you I didn't stop reading until I made it to the end. I hate to say I enjoyed reading it because it was truly heartbreaking, but I'm glad the author shared her story with us. I purchased this as a big F you to her Mom, and I would have happily paid $10 to own this.My favorite part she included was her own epilogue letting the readers know how she's doing and where her head is at. I was thrilled to see a happy ending for her.Emotional and riveting. I can't describe the rush of emotions I experienced while reading this book, but is the only one that's ever made me cry. This is the most powerful story I've read in a long time, and a masterpiece of encouragement. I chose this work because I can relate to a certain degree so it hit very close to home. I would recommend this to EVERYONE, because it's too easy to tell the victim they should have 'spoken up' from the outside looking in, but this book can help others understand why we don't 'speak up'. It can also help shed a light on the staggering numbers of people who witness the results of abuse and never get involved to try to protect the victims. Thank you Mrs. Burleton for your story and may good karma follow you forever.Once you start reading, you can't put it down.... Riveting story that I could not put down once I started reading it. I was appalled that a mother, who is supposed to nurture her child, ends up torturing her and yet though it all, I kept wondering why in the world Sarah didn't want to go into foster care? There ARE good foster parents out there and she chose to be beaten half to death every day over what could have been a loving foster family instead? The kind of abuse she suffered, I would have thought she would have chosen ANYTHING besides staying there and enduring it day after day, year after year! Her mother was and is (if she's still alive) a monster and should be thrown in prison! I wondered whatever became of her younger sister, Emily, because at first Emily was not victimized; however she was traumatized by watching what Sarah went through, so in that respect, she was a victim too. Then later, Emily was emotionally abused. Once Sarah managed to get out of that horror house, I wondered if Emily became the next target, and if Sarah ever tried to help Emily get out of there and away from that deranged, demented, demonized excuse for a mother. And the stepfather was almost as bad! I was amazed at all the things Sarah survived, the times she was kicked down the stairs - that she didn't end up a quadriplegic in a wheelchair or with permanent brain injuries! I was heartbroken for Sarah and for Emily. Why did teacher after teacher believe her made up stories about all the bruises and scars on her body? There is an explanation to her mother's behavior - it is called EVIL, PURE EVIL! She had a mother who was totally demon possessed and mentally insane! I kept wanting Sarah to fight back, fight back! But she realized it would only make things worse, and things did get worse when she tried to defend herself. I applaud her victory at the end where she finally escaped and is able to lead a normal life, overcoming the worst childhood imaginable!

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Tags: B0044UHV9U pdf,Why Me? pdf,ebook,Sarah Burleton,Why Me?,Biography & Autobiography / Personal Memoirs,Family & Relationships / Abuse / Child Abuse

Monday, November 25, 2019

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) (D&D Core Rulebook) Pdf

ISBN: 0786965622
Title: Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) (D&D Core Rulebook) Pdf
Published Date: 2014
Page: 320
Weave legendary stories in the world’s greatest roleplaying game.
 
All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore.
 
“[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .”
—Charlie Hall, Polygon.com
 
“D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker
 
• The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories.
 
• The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly.
 
• In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease.
 
• In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
 
• Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

Gauntlets of Ogre Power, Belt of Giant Strength, Hammer of Thunderbolts! Over the years, none of the Dungeons and Dragons manuals has changed as much as the Dungeon Master’s Guide. It began as a tome of potent secrets, to be jealously guarded from the feckless eyes of mere players. Were a DM so inclined, he or she could prevent the players from even knowing how their to-hit rolls matched up against armor class to establish the results of a sword-blow or bowshot. Experience point values for monsters, the effects of magic items, even simple rules for movement remained the purview of the game-master.As the game grew, and more and more options arose for building characters, the basics of play moved into the Player’s Handbook, and the DMG relinquished XP values to the Monster Manual and most of the combat rules to the PHB. In the process, it morphed into a nuts-and-bolts toolbox, starting off with rules on combat management, followed by practical sections covering environmental hazards, towns and villages, NPC generation, NPC character classes, and so on. In both 3E and 4E, it opened with a narrow focus and gradually got wider and wider in scope, with the culminative chapters advising the DM on how to run a campaign and build a world.The new edition does exactly the opposite, and therein lies its genius.If there’s one thing that D&D is always about, it’s the experience of stepping out of this world and into another. The fifth edition DMG establishes how important that notion is by putting the world- and cosmos-building chapters up front. Creating a fantastical environment for players to adventure in and journey through is no longer something you eventually get around to by the end of the book; it’s front-and-center as the DM’s first responsibility. You don’t arrive at the “It’s Your World” headline half or two-thirds or three-quarters of the way through the book: it’s on the opening page of Chapter One.From world-crafting, the book moves into storytelling, with chapters on designing and running adventures, populating them with colorful personages, and linking them with character-oriented downtime. It’s important to note that the magic item catalog resides in this section, because in this version of D&D magic items are not just buffs for players to enhance their characters’ abilities with; they’re the payoff for stories, and they’re explicitly supposed to feel unique, with their own origins and stories attached.To create that feeling, the new DMG does what no other ever has: it copiously and beautifully illustrates the magic item section with free-standing images of the items themselves. The drawings spread across a third of every page, luxurious close-shots with nary a character in sight, making it plain that these are not mere accessories, but truly objects of sorcery and enchantment. If you’re an old-school gamer and you have any kind of sentimentality to you, you owe it to yourself to go a bookstore and have a look. The illustrations are so glorious they have to be seen to be believed. I literally got choked up looking at the dozens of perfectly imagined rings, robes, rods and staves around the 200-page mark. It’s natural to expect a cool picture of a flametongue or some figurines of wondrous power, but the art directors for this book went the extra mile and found artists who could render wands and rings jaw-dropping.Of course, even the most beautiful rulebook – which this one is – ultimately succeeds or fails on the basis of its gaming content. Here too, the new DMG is a remarkable success.Tables and charts are a longtime staple of RPG books in general and DMGs in particular, and this case is no exception. What is unusual is how richly imaginative and story-driven many of the tables are. The table of magic item quirks doesn’t just customize the game effects of items; each entry provides a sense of background and reality, or a dash of personality to spur creative role-play. The 3.5 DMG had a table of 100 NPC traits. In 4.0, there were two tables for mannerisms and appearance. Here, the tables for generating NPC details stretch across six pages and provide specific game-applicable hooks for motives, methods, and personalities that simultaneously provide quick tools to generate unique antagonists and also a source of inspiration for jumping off in any number of story directions. Even the table describing costs for magic item creation is a story driver, because when you do the math (one day of work for every 25 g.p. in an item’s manufacturing cost), you find that legendary items take about 54 years for a 17th level mage to craft. Who has that kind of time? Obviously, only an elf, a particularly obsessive dwarf, or some spellcaster of a shorter-lived race who has learned the secret of near-immortality. A vorpal weapon is therefore not just a set of game mechanics that let you lop off heads on a natural 20 – it’s someone’s life work, or at the very least an elf archmage’s long-term hobby.In short, every element of this book – the art, the rules tables, the text, the graphic design – has been carefully designed to make you, as a dungeon master, want to be your most creative. To imbue your campaign and its adventures with all the potential these pages promise. You may disagree with some of the specific choices – perhaps you’d rather enable adventuring characters to craft a ring of invisibility by taking a few months off from dungeon-crawling. But as always, the book actively encourages you to throw out whatever doesn’t suit your needs.My group is in the final stages of a massive campaign from another game, but I’m bursting over with excitement to put this book to use at the first available chance.And yes, for the first time in ... what, 20 years? ... the belt/gauntlets/hammer combo lets you kill giants instantly. If that means something to you, get this book.D&D back to the 70's, when it really became popular!!! D&D has gone back to the original system which made it so popular in the 70's. Gone are the "Play by the Number" rules where every decision is made and printed down in advance. The DMG really is a "Guide" and it leaves it up to the DM's to create and run their own campaign the way I did 35 years ago. If you do a good job players will stay and your campaign will last years, if you don't it dies and you can't blame crummy rules made up by writers you have never met.After the 3.5 & 4th Ed debacle of endless books to buy and infinite rules to memorize I quit D&D for another game system and when 5th came out planned to ignore it totally. But a friend told me they were only coming out with the 3 main books and were planning on making money selling pre-made adventures, so I tried it as a player in his campaign.I liked it and bought the DMG. After I reading the first 4-5 pages I KNEW I was going to start my own campaign, which I have.As a final note this game is NOT for "Rule's Lawyers" as... there are NO rules to argue with the DM over! The campaign flies or falls on the DM's decisions and creativity.*THE* Quintessential D&D Reference Manual What can I say? This book rounds out the Holy Trinity (tm) of D&D 5th edition. With this book the DM or Dungeon Master, has everything she needs to tell the stories that the PC's or Player Characters, need to bring this game to life. I predict that this book, and the entire run of 5th edition, will be winning major awards, and this book firmly establishes D&D as a relevant Role Playing Game brand again after the unfortunate disaster that was 4th edition. In summary, the art in this book is fantastic, starting with the great cover. This is the DMG that is everything I've come to expect in a 5e rule book. Following the exceptional job done in the PHB and Monster Manual, I expected nothing less. The full splash color pages are evocative and stunning, and really give you a sense of what D&D is all about. The fantasy worlds and creatures come to life on every page. Everything is fresh, new, and original, and this book rounds out the 3 books that encompass Dungeons and Dragons. My nod to Pathfinder (or as its referred to D&D 3.75): peruse this book and be prepared to return to the loving arms of D&D again...Now, lets get down to business: To say there are a lot of table in the 5e DMG is an understatement. This book is packed full of tables. Every section has tables to help the DM use the mechanics quickly and easily. All the tables reminded me of the original 1e DMG, whihc was a good thing. Here is the breakdown:Chapter 1: A World of Your OwnWhether you're a new DM who's never played before or you're a player who hasn't played in a very long time then this chapter provides a great introduction to world-building. If you're an experienced DM and you've played any previous edition of D&D in the last few years you can quickly peruse this section.However, for the experienced DMs the only things that you may want to take a look at quickly is the section on Factions & Renown and Tiers of Play.The Faction section lacks the details about special missions you can run your PC's through. The Renown section talks briefly about attitudes of members and special privaleges. There are new rules on losing renown and new rules for how to use renown for pious characters to measure their devotion. The four basic tiers of game play are covered, namely:Levels 1-4: Local HeroesLevels 5-10: Heroes of the RealmLevels 11-16: Masters of the RealmLevels 17-20: Masters of the WorldThere are also guidelines for beginning play at higher levels and a sidebar that establishes how much equipment, money and magic to give PCs starting above level 1 in low magic campaigns, standard campaigns, and high magic campaigns.Chapter 2: Creating a MultiverseAh the multiverse! Its no longer a Joss Whedon concept, (and I surmise that Mr. Whedon himself got this term from playing D&D) If you are an experienced DM who has familiarity with the Manual of the Planes (any edition) then you can likely skip this chapter too. It's essentially condensed material that covers the many worlds, or Multiverse, of the D&D plannar worlds. It's a handy section to cover if your campaign spans the Multiverse, but for everyday adventures, especially the kind you generally see at low levels and introductory play, this is too much too soon. I am very thrilled to see that the Shadowfell, the Feywild and the plannar city of Sigil make a return to 5th edition in this section. I predict we will see a future supplement covering these.Chapter 3: Creating AdventuresThis chapter is the meat and bones of the DMG. The chapter begins with a comprehensive breakdown of what makes a good adventure and then talks about the difference between playing a published adventure and one you make up yourself. There are lots of tables that present numerous options detailing the different types of adventures, complications like plot-twists and side quests, how to create encounters with a strong focus on objectives and monsters, and how and when to use random encounters. This section rounds up with the in's and outs of creating exciting encounters for your party.Chapter 4: Creating Nonplayer CharactersNPC's or Non Player Characters, are the world of D&D. These are played by the DM, and mastering how to play these can truly make a game shine. This chapter offers insights and tables for personalizing and really bringing these rather 2 dimensional characters to the 3rd dimension. The optional Loyalty Rules are covered in this section.Villains, the quintessential antagonists of the D&D verse are given three huge tables which give the DM plenty of options to choose or roll when they need a quick villain that's not your standard bad guy. The crowning jewel in this section are the Villainous Class Options. Cleric can chose the Death Domain and the Paladin can choose Oathbreaker. My only disappointment with this section is that only one domain is covered. I truly hope that we will see future Domains covered, but for now this is the only one given to the DM. The Oathbreaker, or Anti-Paladin, in particular can actually atone and change back into a good aligned Paladin, but it's a difficult undertaking.Chapter 5: Adventure EnvironmentsThis chapter is really handy for DM's who have never built environment encounters before because it talks about campaigns that take place outside ot the typical city, or in a dungeon, in the wilderness, or in an urban setting. It covers how to describe these settings, how to map them, filling them with challenges and monsters, and how to survive in the harshest of environments.The section on Adventures in Unusual Environments, which essentially covers environments such as underwater or in the sky, are handy for the DM to have and were entertaining to read through. However, the real highlight of this chapter was the pages which covered traps. After a very brief overview of how to use traps, there are 11 great sample traps. I am certain that all DMs will find clever and creative ways to use these deadly traps in their campaigns soon enough.Chapter 6: Between AdventuresWhat happens when your adventurers are not saving damsels or slaying dragons? Here the DMG gives a few additional options beyond those already described in the PHB. Here's a sample of Awesomesauce to wet your palate:Building a Stronghold: Spend 60-1,200 downtime days and 5,000-500,000 gp and you've got yourself a brand new stronghold.Carousing: When you want to party like it's 1999 then spend those downtime days on some serious partying.Crafting Magic Items: Aside from the time and resources required to actually acquire the materials that the DM decides you need to make your magic item, you have to spend some downtime days.Gaining Renown: Want to rise through the ranks of your faction? Spend some downtime days to make a name for yourself.Perform Sacred Rites: Pray long enough and you'll get inspiration for it. How much is up to the DM.Running a Business: Adventuring is hard work, so when the monsters are defeated come home, relax, and work at your day job.Sell Magic Items: In a world with few magic items there are fewer still who can afford to buy them. It takes many downtime days to find a suitable buyer. Maybe you should just keep the item?Sowing Rumors: Now the Bard and the Rogue can put those social skills to work by slandering your enemies and making the party sound more heroic than they really are. The bigger the town the longer it takes.Training to Gain Levels: (This is one Im using at the 3rd tiers and higher) As a variant rule the DM may require you to train before you can advance to the next level. Don't worry it'll only take 10-40 days depending on your level.Chapter 7: TreasureThis is the quintessential section of the DMG that covers the description of magic items. This is my favorite section of the DMG. The art is stunning--Ive never seen its like before in any previous DMG. Most items have full colour pictures which always makes an item seem special. Some of the illustrations pay homage to previous editions of D&D. Here we see the Manual of Bodily Health, the Talisman of the Sphere, which is shaped like the demon face carving some may recognize from the Tomb of Horrors, the Deck of Many Things shows the faces of nine cards. Also included after all the descriptions of magic items are details for sentient items and good old artifacts.Also included are 11 tables for randomly determining gem and art objects. They're not as detailed as the ones in the classic 3e Forgotten Realms Campaign Guide hardcover, but they'll certainly do the job. There are also good options presented on attuning items, identifying items, and cursed items. There is a table in this DMG that lists some possible consequences of mixing potions.Rounding out this chapter, there are six pages that talk about other rewards beyond gold pieces and magic items. These include things like blessings, medals, land, favours, strongholds, and training. The last section in rewards is Epic Boons. They're only available to PCs who are level 20 and they are truly epic.Chapter 8: Running the GameMuch is this is expanded material that is already covered in the free DMG Basic Rules PDF that Wizards of the Coast has made available on their website as a free download: http://dnd.wizards.com/articles/features/basicrulesFor new DMs this section gives you everything you need to know to run a good session. It covers a lot of details but each section is very short and to the point.We are further given a few optional or more advanced rules in this chapter including ways to adjust monster damage severity, as well as guidelines for using maps (grids or hexes, which is almost the default style of D&D combat) and how to determine the tactical aspects that come with it such as flanking to gain advantage and facing rules. There are rules for handling chases, stats for siege equipment, and two pages on poison including the details for some of the deadlier varieties.Chapter 9: Dungeon Master's WorkshopThis chapter presents the reasons this is the best DMG of any previous editon of D&D. Many optional rules are presented here and I hope this section is what inspires new DMs to see the beauty of 5th edition.Much of this chapter is not material that is expected to appear at every game table. In true sand-box style, If you like or dislike something you read in this chapter, talk to the players and DMs in your group and as a group collectively divide which ones you think will work and which ones wont.Proficiency dice replace the flat modifier in your traied skills. Instead you get a proficiency dice to roll when using skills you're trained in. It eliminate auto-success and allows you to try some crazy and wacky stuff knowing that if you roll really well it just might work.Hero points are basically the 3e action points. You get a set number of hero points and when you spend one you roll 1d6 and add it to the check. You can also just cash in the points to do cool things including automatically stabilizing if you're dying.Honor and Sanity scores. If you want to play a game with a traditional Asian feel or you want to port in your Call of Cthulhu campaign to D&D, now you have mechanics that will help you do both.Healing and resting options allow you to speed up healing by using healing surges like we did in 4e and making a short rest take only 5 minutes. Or you can slow down healing making short rests 8 hours and long rests 7 days.Firearms and Explosives are introduced here. Want to play a D&D game where your adventurer's are magically transported to a wold of 6 Guns & Sorcery? You got the rules right here. What about visiting the famous D&D world of Boothill? It has you covered. Plot points borrow heavily from FATE system (and that is a good thing). If you want something to happen or you want to change the scene as its unfolding, use a plot point. One interesting variant is to use plot points to change DMs mid-adventure. Initiative variations include doing group initiative for team heroes vs. team monsters, applying speed factors to individuals based on weapon type, and my personal favourite, making initiative a passive Dexterity check for everyone all the time.So you have the Monster Manual but you can't find the exact monster you need? No problem. Now you can create you own monster. There is a 20-step procedure for making monsters that literally breaks down each line of a the monster's stat block. As you add each ability, power, or magical spell the tables explain how the monster's power level and CR change. This is the most in-depth monster creation I've seen in any edition yet it's quite simple and easy to follow. Experienced DMs will love this. You can even give monsters class levels and spell casting abilities.Best part? You can create your own Magic Items as a DM!Finally there are guidelines for adjusting what's already in the PHB including new sub-races, adjusting the classes and making your own backgrounds. The Eladrin and Aasimar, covered in previous editions of D&D, are both presented as example sub-races.Appendix A: Random DungeonsQuick and dirty rules for creating your own dungeons. There are 12 pages filled with tables allowing the DM to randomly roll up a dungeon in just a few minutes, (however, the DM can just as easy pick and chose from these tables if a less random approach is desired). It covers everything fom doors, stairs, the dungeon's purpose, to the state of the dungeon when the PCs arrive, to traps, and all kinds of dungeon dressing.Appendix B: Monster ListsContains supplemental material and tables for the Monster Manual which do not belong in the MM (for DM's eyes only). Monsters listed by 11 different types of environments and monsters listed by challenge rating.Appendix C: MapsQuick and accessible sample maps for handy use on the fly. This appendix covers these in full, stunning color and detail.Summary: This is the DMG to own. Even if you play Pathfinder or other Fantasy RPG this book is the quintessential Reference Manual for fantasy gaming and belongs on every essential reference library.

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Friday, November 22, 2019

The Dutch House Free Pdf

ISBN: B07NSJZWY5
Title: The Dutch House Pdf A Novel

Audiobook performed by Tom Hanks.

From the New York Times best-selling author of Commonwealth and State of Wonder comes Ann Patchett's most powerful novel to date: a richly moving story that explores the indelible bond between two siblings, the house of their childhood, and a past that will not let them go. The Dutch House is the story of a paradise lost, a tour de force that digs deeply into questions of inheritance, love, and forgiveness, of how we want to see ourselves, and of who we really are.

At the end of the Second World War, Cyril Conroy combines luck and a single canny investment to begin an enormous real estate empire, propelling his family from poverty to enormous wealth. His first order of business is to buy the Dutch House, a lavish estate in the suburbs outside of Philadelphia. Meant as a surprise for his wife, the house sets in motion the undoing of everyone he loves.

The story is told by Cyril's son Danny, as he and his older sister, the brilliantly acerbic and self-assured Maeve, are exiled from the house where they grew up by their stepmother. The two wealthy siblings are thrown back into the poverty their parents had escaped from and find that all they have to count on is one another. It is this unshakable bond between them that both saves their lives and thwarts their futures.

Set over the course of five decades, The Dutch House is a dark fairy tale about two smart people who cannot overcome their past. Despite every outward sign of success, Danny and Maeve are only truly comfortable when they're together. Throughout their lives, they return to the well-worn story of what they've lost with humor and rage. But when at last they're forced to confront the people who left them behind, the relationship between an indulged brother and his ever-protective sister is finally tested.

My New Patchett Favorite! I read Ann Patchett’s “Patron Saint of Liars”, when it came out almost 30 years ago and loved it so much that I wrote Ms. Patchett a letter praising it, and she wrote me a lovely note back; I became a fan for life, reading every one of her marvelous (and unique!) novels. So yes, I was primed to love “The Dutch House”, and I did! Not just because it’s my habit to rave about Patchett’s novels, but because it’s GREAT; it’s my new favorite!“The Dutch House”, (itself as much a character as any of the humans in the novel) is in a suburb of Philadelphia. Just after WWII, Cyril Conroy buys the palatial mansion – fully and sumptuously furnished – for his wife Elna and it is where Danny and Maeve Conroy grew up. Danny is our first-person narrator and he and Maeve are a modern day Hansel and Gretel, complete with abandonment, banishment, and a wicked step-mother. They even have three Fairy Godmothers: Fluffy, Sandy, and Jocelyn.“The Dutch House” is the story of a “modern family”, as this was the era when families started to become fractured and step-parents and step-siblings became more prevalent. Some of these themes Patchett explored beautifully in “Commonwealth”, and she knows whereof she speaks because she’s written essays about her own large, extended, loosely-related-by-a-string, family.I was absorbed from page one, and I hated to turn the last page. What makes Patchett so accessible and relevant is her beautiful writing, her wit, and the fascinating stories she spins out of every-day life.At the most surprising, dramatic, and climactic scene in the novel Danny narrates: “I had not been born with an imagination large enough to encompass this moment.” Well, Ann Patchett was born with an imagination large enough – thank heavens! What a magnificent story!A good, solid 3 I read the book in a couple of sittings. At times it was mesmerizing, at times achingly slow. I just could not shake the feeling that the protagonist/narrator should have been a female. Even his name, ‘Danny,’ is genderless. I understand the plot and structure reasons why he is male, but I find myself disappointed in the traditional role he was assigned, while female characters were not so shackled by convention.excellent novel I am a huge fan of Ann Patchett, both her novels and her less appreciated non-fiction. For me, her last novel - Commonwealth - was disappointing. The Dutch House is a return to her usual form, a compelling and sensitive book. Highly recommended.

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Tuesday, November 19, 2019

The Sound of Rain (Nicole Foster Thriller Book 1) Free Pdf

ISBN: B01HOEGQJS
Title: The Sound of Rain (Nicole Foster Thriller Book 1) Pdf

Former homicide detective Nicole Foster has hit rock bottom. Driven off the force by her treacherous partner and lover, she’s flat broke and struggling with a gambling addiction. All Nicole has left is the dream of a warm bed at a homeless shelter and the haunting memories of three-year-old Kelsey Chase—whose murder case ended her career.

As Nicole obsesses over the old facts, she realizes everything about that case felt off: a disinterested mom, a suicidal pedophile, and too many questions left unanswered. When the little girl’s grieving father begs Nicole for help, she’s drawn back into the investigation…and given one shot at redemption.

But the deeper Nicole digs, the more evil she uncovers, including betrayals that hit painfully close to home. Will a shocking discovery be the key to finally getting justice for Kelsey and resurrecting her own life?

Surprisingly bad considering all the good ratings. I personally didn't enjoy this book at all. I love a good psychological thriller but not this one. Not one moment of this book could ever ring true in real life. Even the conversations between characters didn't flow smoothly. Most of the book doesn't even follow the mystery of the missing girl it's just the introspective thoughts of the whiny protagonist who feels sorry for herself. I got tired of listening to her boo-hoo really quickly. I scanned a good majority of this book because of it.Then we come to that ending. Seriously bad. I love a good twist in a book but this was absolutely ridiculous. I think the author thought himself clever for coming up with multiple twists but it was just too absurd and ultimately a huge disappointment. 2 stars for the effort.A stunning suspense novel! I gave this novel 4 stars because only perfection deserves 5. It was a really close call. I couldn't put it down! The Sound of Rain is a combination of "how to self-destruct with a little help from your friends" and "how to live in a world of psychopaths".This is the fall of a female detective in Bellevue, WA. She has a successful career but her successes are hidden behind a wall of her partner's making as he takes the credit for everything she brings to the table. It doesn't help that she's sleeping with him.The story unfolds at a brisk pace, at times going back to a dysfunctional family, which helps you understand each of the characters in the present.My only complaint is in the ending. It ends very abruptly and in my opinion, unrealistically. After investing myself, my time, etc... I want a dramatic but sensible ending.I would definitely recommend this book. Enjoy!A Woman Detective Tortured By Everything in Life The protagonist of this story was essentially cursed from the day of her birth. Her mom was a soul destroyer, her sister is twisted, her dad has Alzheimer's, she has a gambling addiction, her relationships with men are disasters and sometimes she is her own worst enemy in that regard. Absolutely nothing -- zip, zero, nada -- goes well for her. The story is intriguing but very confusing. Some mistakes are made that are intended as red herrings but essentially ridiculous (warning semi-spoilers: why did Cy, an innocent man who's framed, have a large, empty, working freezer in his secret server room that was used to hide a body? -- ridiculous red herring; how did Danny/Julian and the protagonist's sister hook up in the first place?). Very confusing ending -- almost as if the author couldn't think of any other way out of the tangled web he'd woven.

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Sunday, November 17, 2019

Lifespan Free Pdf

ISBN: 1501191977
Title: Lifespan Pdf Why We Age
Author: David A. Sinclair
Published Date: 2019-09-10
Page: 432

“Lifespan is entertaining and fast-paced—a whirlwind tour of the recent past and a near future that will see 90 become the new 70. In a succession of colorfully titled chapters (‘The Demented Pianist’, ‘A Better Pill to Swallow’), Sinclair and LaPlante weave a masterful narrative of how we arrived at this crucial inflection point.”, Nature: International Journal of Science"In this insightful and provocative book that asks questions about how we age, and whether humans can overcome decay and degeneration, Sinclair grapples with some of the most fundamental questions around the science of aging. The result is an elegant and exciting book that deserves to be read broadly and deeply." -- Siddhartha Mukherjee, Pulitzer Prize–winning and #1 New York Times bestselling author“There are few books that have ever made me think about science in a fundamentally new way. David Sinclair’s book did that for me on aging. This is a book that anyone who ages must read.” -- Leroy Hood, PhD, professor at the California Institute of Technology, inventor, entrepreneur, member of all three US National Academies, and co-author of Code of Codes“If you ever wondered how we age, if we can slow or even reverse aging, and if we can live a healthy 100 plus years, then David Sinclair’s new book Lifespan, which reads like a detective novel, will guide you through the science and the practical strategies to make your health span equal your lifespan, and make your lifespan long and vibrant.” -- Mark Hyman, MD, director of the Cleveland Clinic Center for Functional Medicine and #1 New York Times bestselling author“This is the most visionary book about aging I have ever read. Seize the day—and seize this book!” -- Dean Ornish, MD, founder and president of the Preventative Medicine Research Institute and New York Times bestselling author of UnDo It!“In Lifespan, David Sinclair eloquently tells us the secret everyone wants to know: how to live longer and age slower. Boldly weaving cutting-edge science with fascinating bits of history, sociology, and morality, Sinclair convinces us that it is not only possible to live beyond one hundred years, it is inevitable that we will be able to one day do so. If you are someone who wants to know how to beat aging, Lifespan is a must-read.” -- William W. Li, MD, New York Times bestselling author of Eat to Beat Disease“For years, the aging field has been about vitamins, juicebars, and snake oil. Now, in a seminal book, Harvard Professor David Sinclair has changed the landscape: he has combined precise science, practical translation, and autobiography to produce a rare book that is insightful, inspiring, and informative. He has translated a wealth of molecular detail into a program that we can all use to live longer and healthier. This is part of the ongoing revolution in aging and chronic disease, and there is no one who is better suited to write such an authoritative book than David Sinclair. For anyone interested in understanding the aging process, living longer, and avoiding the diseases of aging, this is the book to read.” -- Dale Bredesen, MD, professor at UCLA and founding president and professor emeritus, Buck Institute“A visionary book from one of the most masterful longevity scientists of our time. Lifespan empowers us to change our health today while revealing a potential future when we live younger for longer.” -- Sara Gottfried, MD, New York Times bestselling author of The Hormone Cure“Prepare to have your mind blown. You are holding in your hands the precious results of decades of work, as shared by Dr. David Sinclair, the rock star of aging and human longevity.” -- Dave Asprey, founder and CEO of Bulletproof and New York Times bestselling author of The Bulletproof Diet“Imagine a world in which we can live long enough to meet not just our grandchildren, but our great-grandchildren. This is Sinclair’s vision for the future of humankind, a vision that looks to science, nature, history, and even politics to make the case that it is possible to live well into our hundreds. Lifespan is boldly leading the way.” -- Jason Fung, MD, author of The Diabetes Code and The Obesity Code David Sinclair, PhD, AO is a professor of genetics at Harvard Medical School. One of the leading innovators of his generation, he has been named by Time as “one of the 100 most influential people in the world” and top 50 most influential people in healthcare. He is a board member of the American Federation for Aging Research and has received more than 35 awards for his research and major scientific breakthroughs. Dr. Sinclair and his work have been featured on 60 Minutes, Today, The Wall Street Journal, The New York Times, Fortune, and Newsweek, among others. He lives in Boston and enjoys hiking and kayaking with his wife and three children. To learn more, visit LifespanBook.com and follow him on Twitter @DavidASinclair.Matthew LaPlante is an associate professor of journalistic writing at Utah State University, where he teaches news reporting and feature writing. A former US Navy intelligence specialist and Middle East war correspondent, he is the author of Superlative: The Biology of Extremes and the cowriter of multiple other books on the intersection of science and society. He lives in Salt Lake City and skis in Big Cottonwood Canyon. To learn more, visit MDLaPlante.com and follow him on Twitter @MDLaPlante.

A paradigm-shifting book from an acclaimed Harvard Medical School scientist and one of Time’s most influential people.

It’s a seemingly undeniable truth that aging is inevitable. But what if everything we’ve been taught to believe about aging is wrong? What if we could choose our lifespan?

In this groundbreaking book, Dr. David Sinclair, leading world authority on genetics and longevity, reveals a bold new theory for why we age. As he writes: “Aging is a disease, and that disease is treatable.”

This eye-opening and provocative work takes us to the frontlines of research that is pushing the boundaries on our perceived scientific limitations, revealing incredible breakthroughs—many from Dr. David Sinclair’s own lab at Harvard—that demonstrate how we can slow down, or even reverse, aging. The key is activating newly discovered vitality genes, the descendants of an ancient genetic survival circuit that is both the cause of aging and the key to reversing it. Recent experiments in genetic reprogramming suggest that in the near future we may not just be able to feel younger, but actually become younger.

Through a page-turning narrative, Dr. Sinclair invites you into the process of scientific discovery and reveals the emerging technologies and simple lifestyle changes—such as intermittent fasting, cold exposure, exercising with the right intensity, and eating less meat—that have been shown to help us live younger and healthier for longer. At once a roadmap for taking charge of our own health destiny and a bold new vision for the future of humankind, Lifespan will forever change the way we think about why we age and what we can do about it.

One of the most important books ever written I've been following Dr Sinclair for some time and have always been impressed by his ability to explain the most complex science to us commoners. But I didn't truly grasp the breadth of different science he is involved in until now.The breakthroughs they are making now is astounding, and the speed they are occuring is dramatic.But that is just the tip of the iceberg once he (and others) convince the policy makers to treat aging as a disease and fund the research. It has the potential to stop nearly all chronic disease, so the efforts should be increased 1000x times, or more.I believe this will happen soon, and this book may be a significant factor in the dawning of a new era for humankind.Dr Sinclair is a visionary with the ability to truly change the world.Useful, if you know a bit of cell biology I am reading and am continuing to read. This book is important. But one would need a basic education in cell biology to completely understand what the author is talking about. Page 5 has a couple of paragraphs where out of nowhere, the author starts talking about “DNA, gene, genetic material, cell division, chromosome, tumor”. If you have no clue what these are, you will have a hard time following the author. If you are like me (software engineer) I would urge you to learn about basic cell biology first and then read this book to fully appreciate it. If I were the author, I would definitely look at providing an introductory chapter on cell biology in the next edition (if the intended audience is lay people)One of the preeminent thought leaders in this space, ie longevity I have two gurus I rely on for longevity advice, Sinclair and Longo, they actually offer two different approaches to the subject matter, but between the two you have a great lay of the land.This book is highly recommended, I am reading it now, very slowly to glean all I can, I have been waiting for this book's release for 6 months, finally the day has arrived.

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Sunday, November 10, 2019

Bad Blood Download

ISBN: 152473165X
Title: Bad Blood Pdf Secrets and Lies in a Silicon Valley Startup

An Amazon Best Book of May 2018: In Bad Blood, the Wall Street Journal’s John Carreyrou takes us through the step-by-step history of Theranos, a Silicon Valley startup that became almost mythical, in no small part due to its young, charismatic founder Elizabeth Holmes. In fact, Theranos was mythical for a different reason, because the technological promise it was founded upon—that vital health information could be gleaned from a small drop of blood using handheld devices—was a lie. Carreyrou tracks the experiences of former employees to craft the fascinating story of a company run under a strict code of secrecy, a place where leadership was constantly throwing up smoke screens and making promises that it could not keep. Meanwhile, investors kept pouring in money, turning Elizabeth Holmes into a temporary billionaire. As companies like Walgreens and Safeway strike deals with Theranos, and as even the army tries to get in on the Theranos promise (there’s a brief cameo by James “Mad Dog” Mattis), the plot thickens and the proverbial noose grows tighter. Although I knew how the story ended, I found myself reading this book compulsively. – Chris Schluep "Bad Blood is the real be-all end-all of Theranos information…. Bad Blood is wild, and more happens on one page than in many other entire books." —Margaret Lyons, The New York Times"You will not want to put this riveting, masterfully reported book down. No matter how bad you think the Theranos story was, you'll learn that the reality was actually far worse."—Bethany McLean, bestselling coauthor of The Smartest Guys in the Room and All the Devils Are Here"Chilling... Carreyrou tells [this story] virtually to perfection… Reads like a West Coast version of All the President's Men."—Roger Lowenstein, The New York Times Book Review"The definitive account of Theranos’s downfall, detailing its motley crew of executives, legal knife fights, dramatic PR stunts, and skullduggery... Offers a lot for foreign-policy wonks... While Bad Blood is worth reading for its own merits—it’s a stunning feat of journalism that reads like a thriller—it also says a lot about Washington’s facile relationship with Silicon Valley. Most D.C. power brokers know next to nothing about science or technology but increasingly view Silicon Valley tech as a deus ex machina for some of the world’s most complicated challenges. Bad Blood offers a sobering warning of where that type of thinking can lead."—Robbie Gramer, Foreign Policy"A great and at times almost unbelievable story of scandalous fraud, surveillance, and legal intimidation at the highest levels of American corporate power. . . . The story of Theranos may be the biggest case of corporate fraud since Enron. But it’s also the story of how a lot of powerful men were fooled by a remarkably brazen liar." —Yashar Ali, New York Magazine"Even if you didn’t follow the story of charismatic Theranos founder Elizabeth Holmes (and the ensuing trainwreck) in the news, you will find yourself zipping through a book that proves once again that fact is stranger than fiction. A stunning look into a high-tech hoodwinking; like a high-speed car chase in a book."—The New York Post's "28 Most Unforgettable Books of 2018""In Bad Blood, acclaimed investigative journalist John Carreyrou, who broke the story in 2015, presents comprehensive evidence of the fraud perpetrated by Theranos chief executive Elizabeth Holmes... He unveils many dark secrets of Theranos that have not previously been laid bare…  The combination of these brave whistle-blowers, and a tenacious journalist who interviewed 150 people (including 60 former employees) makes for a veritable page-turner." —Eric Topol, Nature"Engrossing… Bad Blood boasts movie-scene detail… Theranos, Carreyrou writes, was a revolving door, as Holmes and Balwani fired anyone who voiced even tentative doubts… What’s frightening is how easy it is to imagine a different outcome, one in which the company’s blood-testing devices continued to proliferate. That the story played out as it did is a testament to the many individuals who spoke up, at great personal risk." —Jennifer Couzin-Frankel, Science"In exposing the fudged numbers, boardroom battles and sickening sums of money tossed Theranos’ way, Bad Blood succeeds in highlighting Silicon Valley’s paradoxical blind spot. Insular corporate culture and benevolent media coverage have allowed a monster to grow in the Valley—one that gambles not just with our smart phones or our democracy, but with people’s lives. Bad Blood reveals a crucial truth: outside observers must act as the eyes, the ears and, most importantly, the voice of Silicon Valley’s blind spot."—B. David Zarley, Paste Magazine's "16 Best Nonfiction Books of 2018""Carreyrou blends lucid descriptions of Theranos’s technology and its failures with a vivid portrait of its toxic culture and its supporters’ delusional boosterism. The result is a bracing cautionary tale about visionary entrepreneurship gone very wrong."—Publishers Weekly (Starred)"Crime thriller authors have nothing on Carreyrou's exquisite sense of suspenseful pacing and multifaceted character development in this riveting, read-in-one-sitting tour de force.... Carreyrou's commitment to unraveling Holmes' crimes was literally of life-saving value."—Booklist (Starred Review)"Eye-opening... A vivid, cinematic portrayal of serpentine Silicon Valley corruption... A deep investigative report on the sensationalistic downfall of multibillion-dollar Silicon Valley biotech startup Theranos. Basing his findings on hundreds of interviews with people inside and outside the company, two-time Pulitzer Prize-winning Wall Street Journal reporter Carreyrou rigorously examines the seamy details behind the demise of Theranos and its creator, Elizabeth Holmes… [Carreyrou] brilliantly captures the interpersonal melodrama, hidden agendas, gross misrepresentations, nepotism, and a host of delusions and lies that further fractured the company’s reputation and halted its rise."—Kirkus

NEW YORK TIMES BEST SELLER •  NAMED ONE OF THE BEST BOOKS OF THE YEAR BY: NPR, The New York Times Book Review, Time, Wall Street Journal, Washington Post • The McKinsey Business Book of the Year
 
The full inside story of the breathtaking rise and shocking collapse of Theranos, the one-time multibillion-dollar biotech startup founded by Elizabeth Holmes—now the subject of the HBO documentary The Inventor—by the prize-winning journalist who first broke the story and pursued it to the end.

“The story is even crazier than I expected, and I found myself unable to put it down once I started. This book has everything: elaborate scams, corporate intrigue, magazine cover stories, ruined family relationships, and the demise of a company once valued at nearly $10 billion.” —Bill Gates


In 2014, Theranos founder and CEO Elizabeth Holmes was widely seen as the female Steve Jobs: a brilliant Stanford dropout whose startup “unicorn” promised to revolutionize the medical industry with a machine that would make blood testing significantly faster and easier. Backed by investors such as Larry Ellison and Tim Draper, Theranos sold shares in a fundraising round that valued the company at more than $9 billion, putting Holmes’s worth at an estimated $4.7 billion. There was just one problem: The technology didn’t work.

A riveting story of the biggest corporate fraud since Enron, a tale of ambition and hubris set amid the bold promises of Silicon Valley.

I wish I could give this book 10 stars It takes a mighty strong person and an incredible investigative journalist to take down a multibillion company lead by a CEO and her partner who are doing nothing but telling lies, mistreating their employees, taking millions of dollars under false pretenses from Fortune 500 businesses and wealthy investors, betraying their esteemed board members, and worst and most harmful of all, putting the lives of their end customers in serious jeopardy because the technology that they claim to have engineered does not exist nor has it been FDA approved or tested. This is John Carreyrou’s BAD BLOOD: SECRETS AND LIES IN A SILICON VALLEY STARTUP. Carreyrou went to monumental lengths over the course of several years, with the help of named and unnamed sources who worked or were connected to Theranos, the company, which claimed to have created a blood-testing device that with ‘one drop of blood’ could obtain hundreds of test results thus saving lives. Not only were their little machines ineffective but they were doing no such thing. Meaning, they could not provide accurate test results because they were not even obtaining them. Rather, they were using commercial analyzers in their place. At the helm was Theranos founder and CEO Elizabeth Holmes, a Stanford drop-out who had a brilliant idea, but it was never brought to fruition. She simply leads people to believe it was with her charm. A lot of people.It is staggering how many people she swayed. We’re not just talking about a co-worker or two but former heads of state, who later joined her board, people who amassed fortunes in the billions who were willing to loan Theranos money, major corporations including Walgreens and Safeway who wanted to get in on the ground floor, and many more. It is equally astonishing how so many smart, successful people were not taken aback by her freakish obsession with imitating Steve Jobs. Perhaps, they chalked this up to her eccentricity.It took courage for people to come forward. They were threatened with lawsuits that could bankrupt them ten times over, by one of the leading and most intimidating litigators in the country. Carreyrou, a Pulitzer Prize winning investigative journalist, who has been with The Wall Street Journal for almost 10 years, had the support of his editor, newspaper, and its attorneys. He never thought for a minute to back down. The result – a series of articles in the paper that exposed Theranos and Holmes for the fraud they committed.It is dumbfounding to read BAD BLOOD and to think that Holmes and her number two in command, Sunny Balwani, also her romantic partner, which was kept secret, got away with so much for so long, and even when finally confronted and their hands were forced, they still would not admit fault. Is Holmes a criminal? Is she delusional?What I do know is that you will not be able to put this book down.Fascinating, horrifying, and richly detailed account of corporate ambition gone awry. I started this book and could not put it down. It's a horrifying true story of a driven entrepreneur whose only overriding goal was to become insanely rich. And she would do anything, any unimagineable thing, to get there.Elizabeth Holmes leveraged her family's high profile connections to draw in early investors and supporters, who were not very inquisitive on details, nor very skeptical in nature. Drawing on the good name and reputation of these early supporters, she was able to build an impressive roster of other supporters with stellar reputations in tech and venture capital circles. From there, it was just a matter of stage managing the house of cards she was building.Holmes crafted a Potemkin village that had fooled investors, customers, and visiting dignitaries. Her product demonstrations were outright theater, staged managed illusions worthy of David Copperfield. Theranos employees in on the ruse were assured it was just temporary, until the actual product could be perfected and the results repeatable. That day would never come. Those on the outside who also worked in this field had well founded and grave doubts about how Theranos could be touting a product that seemingly defied both logic and physics. Their suspicions, proven to be correct, was that it was too good to be true.Without a trace of guilt or regret, she induced powerful tech workers to leave lucrative careers at other major tech firms, giving up millions in stock options, to come work for Theranos, surely knowing the whole thing would collapse one day. When skeptical board members asked to see data affirming the effectiveness of their product, Holmes would defer, saying those papers were in perpetual legal review. Some employees, when they were no longer useful to her, or deemed disloyal, were immediately and unceremoniously marched out.This is a real life thriller, the story of someone who is a true diabolical movie villain. Holmes is portrayed vividly as a paranoid sociopath who could also be disarming, charmingly manipulative, utterly ruthless and devoid of conscience. This is a tale of corporate greed and lack of regulatory oversight gone all awry.

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