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Childcraft How & Why Library 13 tomos Editado worldbook El precio es por cada tomo
S/. 35
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Peru
EXPLORA EL PASADO- EL MUNDO DE LOS NIÑOS esta en perfecto estado La enciclopedia al qu pertenece este volumen ainque cada tomo es independiente por su tematica,  se creo en s by W. F. Quarrie & Company, el titulo original es "Childcraft: The How and Why Library" por los sesenta la enciclopedia ya era muy popular y en los setenta la coleccion se tradujo a diferentes idiomas (entre ellos el castellano) con el titulo El mundo de los niños (editado por Salvat) - Hoy en dia World Book sigue editando y modernizando la enciclopedia el ultimo Copyright que aparece es del . contacta directamente con ellos, quizas te puedan orientar mejor donde encontra la enciclopedia con el idioma que prefieres
S/. 35
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Peru
EXPLORA EL PASADO- EL MUNDO DE LOS NIÑOS esta en perfecto estado La enciclopedia al qu pertenece este volumen ainque cada tomo es independiente por su tematica,  se creo en 1930s by W. F. Quarrie & Company, el titulo original es "Childcraft: The How and Why Library" por los sesenta la enciclopedia ya era muy popular y en los setenta la coleccion se tradujo a diferentes idiomas (entre ellos el castellano) con el titulo El mundo de los niños (editado por Salvat) - Hoy en dia World Book sigue editando y modernizando la enciclopedia el ultimo Copyright que aparece es del 2006. contacta directamente con ellos, quizas te puedan orientar mejor donde encontra la enciclopedia con el idioma que prefieres
S/. 35
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Peru
EXPLORA EL PASADO- EL MUNDO DE LOS NIÑOS esta en perfecto estado La enciclopedia al qu pertenece este volumen ainque cada tomo es independiente por su tematica,  se creo en 1930s by W. F. Quarrie & Company, el titulo original es "Childcraft: The How and Why Library" por los sesenta la enciclopedia ya era muy popular y en los setenta la coleccion se tradujo a diferentes idiomas (entre ellos el castellano) con el titulo El mundo de los niños (editado por Salvat) - Hoy en dia World Book sigue editando y modernizando la enciclopedia el ultimo Copyright que aparece es del 2006. contacta directamente con ellos, quizas te puedan orientar mejor donde encontra la enciclopedia con el idioma que prefieres Ver descripción completa Colapsar descripción
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Importado y nuevo: 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 Hazme saber si deseas más fotos o si tienes alguna pregunta. Las entregas las suelo realizar en Real Plaza Salaverry / Ovalo Gutierrez / Ovalo Miraflores. Hago envíos a Lima y Provincia por Olva Courier. ¡Gracias! Cuento con más productos de Dungeons & Dragons, puedes revisarlos en el siguiente link: https://listado..com.pe/libros-revistas-comics/_CustId_313812751_seller*id_313812751
S/. 150
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Lima (Lima)
Stan Lee: The Man behind Marvel Epub - Inglés Entrega inmediata. Cualquier inconveniente se le devuelve el dinero. The Amazing Spider-Man. The Incredible Hulk. The Invincible Iron Man. Black Panther. These are just a few of the iconic superheroes to emerge from the mind of Stan Lee. From the mean streets of Depression-era New York City to recipient of the National Medal of Arts, Lee’s life has been almost as remarkable as the thrilling adventures he spun for decades. From millions of comic books fans of the 1960s through billions of moviegoers around the globe, Stan Lee has touched more people than almost any person in the history of popular culture. In Stan Lee: The Man behind Marvel, Bob Batchelor offers an eye-opening look at this iconic visionary, a man who created (with talented artists) many of history’s most legendary characters. In this energetic and entertaining biography, Batchelor explores how Lee capitalized on natural talent and hard work to become the editor of Marvel Comics as a teenager. After toiling in the industry for decades, Lee threw caution to the wind and went for broke, co-creating the Fantastic Four, Spider-Man, Hulk, Iron Man, the X-Men, the Avengers, and others in a creative flurry that revolutionized comic books for generations of readers. Marvel superheroes became a central part of pop culture, from collecting comics to innovative merchandising, from superhero action figures to the ever-present Spider-Man lunchbox. Batchelor examines many of Lee’s most beloved works, including the 1960s comics that transformed Marvel from a second-rate company to a legendary publisher. This book reveals the risks Lee took to bring the characters to life and Lee’s tireless efforts to make comic books and superheroes part of mainstream culture for more than fifty years. Stan Lee: The Man behind Marvel not only reveals why Lee developed into such a central figure in American entertainment history, but brings to life the cultural significance of comic books and how the superhero genre reflects ideas central to the American experience. Candid, authoritative, and utterly absorbing, this is a biography of a man who dreamed of one day writing the Great American Novel, but ended up doing so much more—changing American culture by creating new worlds and heroes that have entertained generations of readers.
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