· 1976
The fully revised fourth edition of this unique book that provides general practitioners with an easy-to-read, easy-to-use guide to the management of the vast majority of emergencies. The first contact a GP has with an emergency case is almost always a telephone call, and the advice given here by the doctor is of paramount importance in the subsequent management of the case. A unique feature of the book is that each topic begins with advice on how to handle the initial telephone call. Each presenting problem is then approached logically with concise notes on assessment, advice and management necessary when the patient is seen. The emphasis is on practical primary care, with discussion of differential diagnosis taken as far as is needed to decide the best immediate course of action. Tables are used liberally to summarise useful information.For each emergency, the ultimate advice and strategy is emphasised within heavy horizontal lines. Emergencies in General Practice is an indispensable book for the practising GP, whether in the practice, on call, or working for the co-op or deputising service. It is also a valuable teaching text for GP registrars.
· 2008
Does your pet have a secret yearning to be someone else for a day? When you look at Hammy the hamster merrily trotting on his wheel or Burt the budgie bashing ten bells out of his mirror, do you wonder what they might be daydreaming about? Perhaps Hammy thinks he's in training to take on Rocky or Burt is re-enacting Robert de Niro in Taxi Driver (You talkin' to me?). Pimp Your Pet contains all you need to unleash your furry friend's alterego, including simple cut-outs with tabs, and classic one-liners to help your pet get into character. With everything from gangsta' rapper get-ups to superhero kits to chose from, your pet will have more costume changes than Mr Benn. Warning: It's just for fun - to be taken with a huge doggy treat and a sensible number of horse pills! colour photographs
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A boxed set adventure providing a rich, immersive experience for 5th Edition that comes with all the tools and resources Game Masters need to massively reduce preparation time while presenting an enthralling tale to players. Includes Adventure Book, GM Reference Book, Full-Color Hand-Illustrated Item Cards, NPC Portraits, Handouts, and more. Chapter 5 of the Red Star Rising Campaign, The Spawn of Zanvitchu, continues the tale begun in the preceding chapters of the campaign. The players remain trapped by the Dreadmist, and so must descend into the darkness below to retrieve the means by which to make their escape. At the same time, they must slay the vile spawn of the demon Zanvitchu which lurk in the dungeons beneath the manor; if they cannot, the Dreadmist may be the least of their concerns.
What mysteries lie within the depths of Crovendown Cave? The Truth Lies Cold draws you into a chilling tale that unfolds in the shadows of the Mournwood. As the Game Master, you'll guide your party through an atmospheric side-quest seamlessly entwined with the events of "Blood for the Khan." A vanished fellowship, known as the Steel Dagger, takes center stage as the adventurers trace their fate to Crovendown Cave. Arve Starrenshaad, an ally with a vendetta against the Necrobloom Circle, reveals a mission critical to thwarting the necrosic druids-an amulet once in possession of The Steel Dagger. The party must explore Crovendown's winding passages, uncovering traces of both The Steel Dagger and a malevolent presence lurking within. In the depths of Crovendown Cave, the party unravels the grim destiny of The Steel Dagger adventuring band, only to be confronted with a shocking twist. Equip your party for this gripping journey, and as the GM, revel in the opportunity to deepen the narrative tapestry. The Truth Lies Cold invites you to defy expectations, weaving a tale that goes beyond the predictable and forges a genuine connection between the party and the fallen Steel Dagger. Avenge, explore, and unravel the mysteries that lie within the cold, echoing Crovendown Cave.