Senin, 30 Juni 2014

>> Download Ebook Cityscape (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Ari Marmell, C.A. Suleiman

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Cityscape (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Ari Marmell, C.A. Suleiman

Cityscape features city-building rules, new options for city-based characters, city-based encounters, and rules for urban terrain. The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

  • Sales Rank: #663852 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2006-11-07
  • Released on: 2006-11-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .57" w x 8.47" l, 1.40 pounds
  • Binding: Hardcover
  • 160 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

90 of 101 people found the following review helpful.
Okay for DMs, useless for players
By Leighland Feinman
Bottom Line: I could see giving this book a higher rating if it had been billed as a DM's guide to citybuilding. Instead, it writes itself off as being for both players and dungeon masters, and it just doesn't do a good job of that.

Why:

Firstly, the book is too spread out because there just wasn't a lot of material for players and most of that section is fluffed up. There are less than twenty feats, less than fifteen spells, and there are only three prestige classes. This is a pretty terrible showing, and it could be redeemed if the organizations in the book included rules based on PHB II's affiliation system, but they don't. Basically this book is a total waste of time for players, unless you're playing a rogue, in which case there is one prestige class you might like. Unless you're in a campaign that demands you own a book in order to use it, borrow this thing from a friend.

As for the DM material, I was very excited about how this book would turn out. The authors both worked on Heroes of Horror, and that book was a really great resource for all kinds of adventure building. I had high hopes. For the most part, this book satisfies them, though I have a complaint that cuts a little bit off the rating. The material is far too *specific*; instead of rules for generating sages, we have specific sages with specific characters that the PCs can apply to for knowledge. Instead of really good city building rules, the book is full of sample cities. Want to make an organization? Instead just use one of the included pre-made organizations.

Where I had been hoping for a book to expand on the scant city building rules of the DMG, this book just showed how some designers put them to use. I would've preferred a lot more insight into thought process, design, etc. Additionally the monster section is too short.

All in all, this book is not really for players and for DMs, it's missing something. I wish that they had spent longer making this one a winner, but apparently Wizards has other priorities.

23 of 26 people found the following review helpful.
A Useful and Interesting Resource!
By Cindy M. Cook
As mentioned in other reviews, this is a DMs resource. This is not the book to come to if you want more base classes or advice on how to adventure in a city. As with all reviews, choose this based on what you know. If you are inexperienced and need advice on how to run urban campaigns, or if you have run urban campaigns before and merely need more ideas this is the perfect book to come to. It presents new and interesting feats, NPC prestige classes, and tips for running different types of urban settings.

In this book you can find advice for:

Flying cities

Race-based cities

Specific environment based cities

Different Locales within the city

...and much more along those lines

I am preparing for a campaign and this book is exactly what I needed. I have several years of experiance DMing and find that this and Dungeonscape both provide interesting ideas. Keep it up Wizards!

11 of 12 people found the following review helpful.
Adds flavor to my cities
By Mr. Chris
This product is a DM resource, despite the description. I didn't need help with rules. I wanted help conjuring up urban details to treat my players to. I wanted lists of buildings, fun encounters, maps, common city locations, business and NPC names--and tips to keep them all straight. The book offered that, but it also offered useless detailed rules, feats, classes and magic.

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Kamis, 26 Juni 2014

** Download PDF Spellstorm (Forgotten Realms), by Ed Greenwood

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Spellstorm (Forgotten Realms), by Ed Greenwood

Rumors race around Cormyr regarding the mythical Lost Spell, a powerful enchantment designed centuries ago by the presumed dead god of spells—a spell long thought lost to the ages. Found by some magic-less merchant, rumor has it the Lost Spell is to be auctioned off to the highest bidder.
 
It is a powerful lure, and archwizards of every stripe descend upon the merchant, only to be trapped with him inside his manor by a vicious spellstorm—escape impossible, and their magic useless with the interference from the storm.
 
Moreover—they find themselves faced with the infamous Elminster of Shadowdale, who claims he’s just there to decide who gets the Lost Spell, but who clearly has an agenda of his own.
 
But before Elimster can put whatever plan he has in motion, archwizards start dying.

  • Sales Rank: #177868 in Books
  • Published on: 2016-05-03
  • Released on: 2016-05-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.90" h x .90" w x 4.20" l, .37 pounds
  • Binding: Mass Market Paperback
  • 321 pages

About the Author
ED GREENWOOD is the creator of the Forgotten Realms® fantasy world setting and the author of more than 170 books that have sold millions of copies worldwide in over two dozen languages. In real life, he's a Canadian librarian who lives in the Ontario countryside with his wife, a cat, and far too many books

Most helpful customer reviews

0 of 0 people found the following review helpful.
One of Greenwood's best
By Amazon Customer
One of Greenwood's best books. Was surprised at all the known characters from the Forgotten Realms universe. I would have liked to have a glimpse of the future of some of the characters towards the end of the book. I also would have liked some of the reveals spread out a little more than wait till the last 25% of the book but that's just my preference since it didn't seem as rushed as I've seen some of the Forgotten Realms books lately. Excellent read, highly recommend if you're a Forgotten Realms fan.

0 of 0 people found the following review helpful.
Five Stars
By D Allen
Great book! Can't go wrong with Elminster and the crew!

1 of 1 people found the following review helpful.
It's Not Just For Readers. Gamers Will Find Uses For This Book Too.
By Jeremy E. Grenemyer
This novel takes place in a mansion in Cormyr that's been around for a handful of centuries.

The hardback edition includes a detailed map of the mansion, and a map key with 69 entries. Any Dungeon Master can make ready use of the map, and the story gives plenty of information on the doings inside the mansion.

The story is vintage Greenwood, and features a host of deadly mages from across the Realms. It reveals a secret of Manshoon's power, as well as just one of the many dangers kept in the homes of Cormyr's nobility.

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Rabu, 25 Juni 2014

@ Ebook Free Streams of Silver: The Icewind Dale Trilogy, Part 2 (Forgotten Realms: The Legend of Drizzt, Book V) (Pt. 2), by R.A. Salvatore

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Streams of Silver: The Icewind Dale Trilogy, Part 2 (Forgotten Realms: The Legend of Drizzt, Book V) (Pt. 2), by R.A. Salvatore

The epic tale of everyone's favorite dark elf, Drizzt Do'Urden, reaches new heights!

Drizzt Do'Urden struggles with his own inner voices, voices that call him back to the pitiless depths of the Underdark. But louder still are the voices of his newfound friends, and the dream that drives Bruenor Battlehammer on to reclaim Mithral Hall. Time and again they're told to turn back, that some dreams can never be fulfilled, but on they fight -- together.

  • Sales Rank: #82677 in Books
  • Brand: Wizards of the Coast
  • Published on: 2007-05-08
  • Released on: 2007-05-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.90" h x 1.00" w x 4.20" l, .39 pounds
  • Binding: Mass Market Paperback
  • 384 pages

About the Author
R.A. SALVATORE has spent so many years winding himself into fantasy worlds that he's still trying to figure out how to unwind. He is the author of more than forty novels and more that a dozen New York Times best sellers, including The Two Swords, which debuted at or near the top of many best seller lists.

Most helpful customer reviews

5 of 5 people found the following review helpful.
Quest for Mithral Hall
By Sunny Naasiri
Once the Companions of the Hall have made an allegiance to protect each other at all costs, they set off to find Mithral Hall (Bruenor's ancestral home). Meanwhile, a deadly killer is on the pursuit in bringing an end to the companions' destruction. In my opinion, I liked it a little less than The Crystal Shard but it was suspenseful to a point where I read it in less than 4 days. However, the most successful twist that Salvatore made was focusing the attention on Cattie-Brie. She had taught me to always be calm and good under pressure whenever facing a crisis situation.

Regarding the plot, it was not scattered and had a suspenseful chapters at every turn. I got hooked on and always pondered what were going to be the villains' next moves? Streams of Silver is a heroic quest novel that is successful like The Crystal Shard except this one the companions are traveling. Since there is no central location, it gets challenging to keep the plot focused but Salvatore continues to keep it well. Frankly, my comments seem positive Salvatore's works because he does such a good job in making the Drizzt Trilogies likeable! Hope he continues the work on The Halfling's Gem!

4 of 4 people found the following review helpful.
Great sequel to "Crystal Shard"
By fruitloop
RA Salvatore has created his own cult following in the world of D&D with his culture of the drow and Icewind Dale, the glacier community in the Forgotten Realms. This book picks up right where "Crystal Shard" left off, with Drizzt Do'Urden and pals fulfilling their promise to help dwarf Bruenor Battlehammer find his lost homeland, Mithral Hall. But! Regis the Halfling, always in trouble, is in the worst of his life, and an evil assassin is on his trail. Salvatore treats us to a new hateful-but-seductive villain in Artemis Entreri. My only complaint about this book is Salvatore's persistent use of the Irish brogue for his characters, which gets a bit annoying to read, and his seeming attempt to make a PC statement by focusing so heavily on racism. Written at the beginning of the PC 1990s, Salvatore repeatedly refers to the drow as "black elves" in this book rather than Drow, which he doesn't do in any of the other books in this series. Seemed a bit pandering to me, although Drizzt is definitely a victim of prejudice in the drow-hating Realms. Highly recommend as this is a fabulous adventure series!

3 of 3 people found the following review helpful.
Quest to find Bruenor's Homeland
By JH
First, I will give you a little background on the story. Streams of Silver is the second book in the Icewind Dale Trilogy. The heroes are Drizzt Do'Urden, a dark elf ranger, Bruenor Battlehammer, a dwarven king, Wulfgar, a barbarian, Regis, a halfling rogue, and Cattie-brie, human foster daughter of Bruenor. This story takes the heroes on a journey to rediscover Bruenor's lost homeland, Mithral Hall. The journey is ripe with challenges, not the least being the appearance of Artemis Entreri, an assassin sent to catch Regis.
I found this book much less fast paced than its predecessor The Crystal Shard. I didn't find the search for the hall as compelling as some of the other reviewers, but it had some redeeming factors. There was a sense of mystery that veiled the story and made you wander what was going to happen next. However some of the conflicts during the trip seemed a little haphazardly put together. Overall the quality of Salvatore's writing increases in this book and I like how the characters are developed. However, there are lots of grammatical errors that tend to get annoying. Artemis Entreri and his attempt to catch the heores saves the early part of the book.
The part I enjoyed the most was the events in Mithral Hall. I don't want to give away too much. So, all I will say is that its exciting and action packed. Just remember when reading this book that even though it starts off slow the story enthralls you by the end. If you like Forgotten Realms, then you will like this book.

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Selasa, 24 Juni 2014

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Five exceptional 10-year-olds, dedicated to freeing kids from the tyrannical rule of powerful adult villains, formed a covert team called Kids Next Door. Take part in their exciting adventures with the new Codename: Kids Next Door TCG based on Cartoon Network's hit TV show!

  • Sales Rank: #4328234 in Books
  • Published on: 2005-07-15
  • Dimensions: 4.75" h x .13" w x 3.00" l, 1.00 pounds
  • Binding: Game

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Senin, 23 Juni 2014

@ Ebook Download The Greatest Speeches of All TimeFrom Brand: Dove Entertainment Inc

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The Greatest Speeches of All TimeFrom Brand: Dove Entertainment Inc

Includes the following speeches: John F. Kennedy: Inaugural, Ich Bin Ein Berliner; Rev. Martin Luther King, Jr.: I Have A Dream; Franklin Delano Roosevelt: Declaration of War; Robert F. Kennedy: Democratic Convention; Richard M. Nixon: Watergate Tapes, Resignation; Ronald Reagan: Evil Empire, Berlin Wall; Harry S. Truman: Jefferson-Jackson Day Dinner; Gen. Douglas MacArthur: Farewell Address To Congress; Winston Churchill: First Radio Address As Prime Minister. Run time, 70:19

  • Sales Rank: #7217844 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1998-12
  • Original language: English
  • Dimensions: 7.25" h x 4.25" w x 1.25" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

From the Publisher
Speechworks, a division of Soundworks, offers authentic thoughts and words to intellectually curious people through spoken word audio products.

Most helpful customer reviews

10 of 11 people found the following review helpful.
Misleading Title
By A Customer
It is a wonderful idea to make available recordings of great speeches. I hope we have more of this in the future.
In the case of older speeches, the selection is very good, considering the restraints of time, and the readers are uniformly excellent.
As for the modern speeches, it is a marvel of technology that we can hear these speeches as delivered. It is incredible that we can hear the voice of William Jennings Bryan. I can listen to Martin Luther King's "I have a dream" a thousand times and never tire of it! How I wish I could listen to the voice of Patrick Henry! But this selection is too heavily weighted to the modern, and many of those do not deserve billing as the GREATEST speeches of ALL TIME. Also, some of the modern speeches which are included are abridged, e.g. Reagan is cut off in the middle of a sentence, while lengthy and undeserving speeches are played out in their entirety.
Also, with only a few exceptions, the selection is almost entirely American. It is hard to understand why Jimmy Carter's lengthy speech on energy policy is included, while Pericles' funeral oration is not; or why only a small portion of a single Winston Churchill speech is included; why while Bill Clinton's complete 1993 pulpit address, in excess of 20 minutes, is included.
It would be helpful if the complete list of speeches were available to online buyers, as it would be to shoppers in a brick and mortar store.

5 of 7 people found the following review helpful.
Living History
By Rhonda Hawley
I have listened to this collection twice now, both times with pleasure. Hearing the acutal voices of Amelia Earhart, Rev. Martin Luther King, Winston Churchill and Neil Armstrong made a deeper connection than simply reading their words. The collection showcases different subjects and many times contrasts opposing viewpoints of the ideas. This volume is a fantastic introduction to the moving ideals and sometimes sad truths that have influenced Western Civilization.

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Minggu, 22 Juni 2014

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Star Wars Gamemaster Screen (Star Wars Accessory), by Rodney Thompson

An essential Star Wars Roleplaying Game accessory.

This product includes the following components designed for use with the Star Wars Roleplaying Game Saga Edition core rulebook:

A four-panel Gamemaster's Screen containing important tables and other information GMs need to effectively run Star Wars adventures.

  • Sales Rank: #1251435 in Books
  • Brand: Unknown
  • Published on: 2008-06-17
  • Released on: 2008-06-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.55" h x .25" w x 11.00" l, .60 pounds
  • Binding: Misc. Supplies
  • 1 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By A Customer
Excellent product in great condition.

13 of 15 people found the following review helpful.
Mostly good.
By B. Adkins
Starting with the bad: The lack of a chart listing damage dice for common weapons is a major oversight, particularly considering that the climb and persuasion skills each get their own table here, not to mention two entire tables devoted to how hard it is to break various objects.

I give it points for being a sturdier GM screen than I expected, being made of much thicker cardstock than most screens I've used. I also like that it is shorter than most other screens, making it both easier to peek over and not being an intimidating "wall" between you and your players. The art on the front of the screen is attractive, and the whole thing has a kind of glossy laminate that will help stand up to wear.

I would like to give it three-and-a-half stars, but three isn't quite fair.

3 of 3 people found the following review helpful.
Quick, Solid, Helpful
By Conor Ford
this is the first GM screen I've ever bought, for the first game that I've ever GM'd for as a full campaign. The outside has lots of cool pictures to distract the players, while the inside has all sorts of valuable information for quick access, including possible actions, weapon ranges, skill check modifiers and DC's.

The only thing that I can say against it is that the Force Powers section on it was quickly made obselete by other books, and I still have to check the book for the DC's and specifics on what each power does. Wizards of the Coast seemed to have anticipated this, and other things, and on each tab, list a page to reference in the main rulebook

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Sabtu, 21 Juni 2014

^^ PDF Ebook A Practical Guide to Dragon Magic (Practical Guides), by Susan Morris

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A Practical Guide to Dragon Magic (Practical Guides), by Susan Morris

The two most popular fantasy topics--dragons and magic--combine in this fascinating new volume of the New York Times best-selling series...

Do you wish you could fly on wings of your own? Breathe fire? Cast spells in the blink of an eye? These are the secrets only dragon magic can teach you.

In this next edition in the Practical Guide family of fantasy essentials, dragon expert Sindri Suncatcher opens up his notebooks one last time to give readers an insider's look into the Darastrix Academy, a place where young wizards and dragon hatchlings live side-by-side mastering the powerful magic that makes dragons so special.

For every fantasy fan who loves dragons and wants to know everything about these enigmatic creatures, this book reveals the greatest dragon secrets of all.

  • Sales Rank: #161757 in Books
  • Brand: Mirrorstone
  • Model: FBA-|290280
  • Published on: 2010-09-14
  • Released on: 2010-09-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .51" w x 8.75" l, 1.10 pounds
  • Binding: Hardcover
  • 80 pages

Most helpful customer reviews

7 of 7 people found the following review helpful.
If your kids like dragons, they'll LOVE this book
By SZ
My kids LOVE this series of books. We got the first one from the library (A Practical Guide to Dragons), and checked it out so much that we ended up buying it - and A Practical Guide to Dragon Magic (Dungeons & Dragons) and A Practical Guide to Dragon Riding (Dragonlance: the New Adventure). It has been three years, and my kids still regularly get these books out to read and to use a reference while drawing their own dragon pictures.

The richly described world of dragons is engrossing. When we purchased these books, my son was in 1st grade and a reluctant reader. He would work really hard to read a passage in these books, even though the vocabulary level was high. As a beginning reader, he focused on the charts as they only had a few words per table cell. He quickly memorized pages of dragon facts, returning again and again to the books to read more. Now he reads all of the text.

5 of 5 people found the following review helpful.
Can't Get Enough Dragons
By GO
I have been fascinated with dragons since I was a little girl and this book reminds me why. This world of dragons is described in rich detail-it is engrossing. I love the descriptions of the different types of dragons and their human counterparts. Explanations of the dragon personalities and magical abilities were interesting. One of my favorites was the blue dragon who could “deafen its enemies by barking out a thunderclap” or shoot lightning bolts from its mouth. The human apprentices took on attributes of their chosen dragons—very curious…and extremely cool. They could “sprout dragon wings to fly on their own, gain the elemental breath of their patron dragon, and acquire the enthralling majesty and secret knowledge of dragons.” I was impressed yet again with this book in the practical guide series. It even has a quiz to determine your compatibility with a particular dragon. The illustrations alone are incredible. My oldest son kept looking over my shoulder whenever I had this book open. He loves that there is a Draconic language he can write in code. He loves to draw the dragons from it too. We are dragon fans and this keeps the “flame” going.

3 of 3 people found the following review helpful.
A definite buy for D&D and/or young readers
By Jason K. Henry
This book, like many of the 'Practical Guide' series - especially the other Sindri Suncatcher books on dragons and dragon riding - serve as more of a companion text to the numerous Dungeons & Dragons books that target younger readers, including the Dragon Codices. That being said, it is a delightful read for anyone who was or is familiar with the D&D universe. It genuinely feels like you are reading the words and experiences of "the world's greatest kender wizard" due to the numerous examples of "artifacts" that he shows throughout the book. Overall, a nice book for younger readers and D&D enthusiasts.

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Jumat, 20 Juni 2014

> Download Ebook VISIONS OF AN ENDURING PEOPLE: A READER IN NATIVE AMERICAN STUDIES, by FLEMING-WATTS

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  • Sales Rank: #8032642 in Books
  • Brand: Brand: Kendall Hunt Publishing
  • Published on: 2000-09
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 7.50" w x .75" l,
  • Binding: Paperback
  • 398 pages
Features
  • Used Book in Good Condition

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Kamis, 19 Juni 2014

>> PDF Ebook Hoard of the Dragon Queen (D&D Adventure), by Wizards RPG Team

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Hoard of the Dragon Queen (D&D Adventure), by Wizards RPG Team

Fight the War Against Draconic Oppression in this Adventure for the World’s Greatest Roleplaying Game
 
In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.
 


• The first of two adventures in the Tyranny of Dragons™ story arc, Hoard of the Dragon Queen provides everything a Dungeon Master needs to create an exciting and memorable adventure experience.  
• Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program.    
• Adventure design and development by Kobold Press.

  • Sales Rank: #2697 in Books
  • Brand: Wizards of the Coast
  • Published on: 2014-08-19
  • Released on: 2014-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .40" w x 8.50" l, 1.33 pounds
  • Binding: Hardcover
  • 96 pages
Features
  • Hoard of the Dragon Queen 5th Edition Dungeons and Dragons Role Playing Game Wizards of the Coast
  • Fight the War Against Draconic Oppression
  • In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun.

About the Author
JAMES WYATT won an Origins award for "City of the Spider Queen"(TM). He also wrote "Oriental Adventures"(TM) and co-authored munerous roleplaying game products, including the Eberron Campaign Setting.
WOLFGANG BAUR began his gamin career writing articles for "Dungeon"(TM) magazine and eventually joined the magazine staff as an editor. He later worked as a game designer for both TSR, Inc. and Wizards of the Coast, Inc. He is the co-author of "d20 Dark*Matter"(TM), "Expedition to the Demonweb Pits"(TM), and "Frostburn"(TM).
ARI MARMELL has contributed to over 40 RPG and fiction products, including "Vampire: The Requiem" and the novel "Gehenna: The Final Night," His recent work for Wizards of the Coast includes "Complete Mage"(TM), "Tome of Magic"(TM), and "Faiths of Eberron"(TM).

Most helpful customer reviews

225 of 232 people found the following review helpful.
A fantastic starting module! (Other user's issues addressed)
By Andrew Geertsen
This is a great module that should be picked up for sure!

Pros:
Production Value - The book is indisputably high quality. Full color printing, heavy duty binding and fantastic artwork makes the book a pleasure to use.
Layout - The layout is extremely clean, with nice use of color to delineate sidebars and "read-aloud" text.
Writing - The writing is well done, by some big name pros in the industry including Wolfgang Baur and Steve Winter. It's got enough flavor to paint a picture, but is short enough to not overwhelm.
Structure - The adventure is put together in an episodic format throughout the book and each episode has sub-missions that can, generally, be done in whatever order the GM / Players choose. This may not be true for each chapter, but is certainly true for the first.

Cons (I would not actually say there are any *real* cons to this product, but I would like to address some issues other users have mentioned):

Level Range Visibility - Some users have pointed out that it does not state the level range. It does, on the back cover of the book it states that it is from 1-7.

Monsters - There are certainly monsters mentioned that are not found in the book. The reason that this was done is up for debate but you DO NOT need to wait until the Monster Manual or the Dungeon Master's Guide come out. They state in the first pages of the book that there is a free online supplement that they have released that has all of that information (and then some). That info can be found simply by googling "Hoard of the Dragon Queen Free Supplement."

This is a great product that is extremely high quality and should make for the beginning of a very awesome campaign! You would do well to pick yourself up a copy.

83 of 89 people found the following review helpful.
Semi-quality generic product and caveats for players
By M. Platz
I purchased Hoard through my local gaming store (as there is nothing else out from D&D at the moment) and am a veteran of AD&D, 3.5, Pathfinder, and now D&D (Next). As an overall conclusion, it is a pretty generic linear adventure with nice artwork. It provides instant action for gamers wishing to immediately immerse into the game but misses the ball on just about everything else by running such a linear adventure that player choices matter little.

The paper quality is thicker and the artwork above what I consider industry norm. You get a lot of descriptive substance for rather than a book full of stat blocks. While some reviewers have griped about not having monster blocks, this has allowed the writers to instead fill the book with more illustrative details of NPCs, encounters, and role-play notes. You can download monsters, magic items, and spells from the module for free along with the basic rules, allowing this module to be played without the Monster Manual or a Dungeon Master's Guide. The adventure starts gripping, immediately beginning with action with a town under attack and a series of forays that can occur to stave off the invaders. This leads to a linear progression of adventuring where the next step is to find out who and why, leading to deeper mysteries. Players expecting "sandbox" (go and do whatever you want) will not find such here. If the players fail to follow the adventure hooks, there isn't really anything else to do. The module has a lot of opportunity for combat if players wish, but just as much there are chances to use creativity in avoiding them.

The adventure starts strong, but the wheels fall off quickly. The adventure devolves into a series of "go fight this, then this and then this." There isn't much room for choice (and those times you do have choice are illusory, see the finale battle in the village in chapter 1). Also, while there is substance in some areas, it's very lame in others. Many times it's a "you run into 1d6 kobolds." This forces DMs into one of two options: play as-is or take some serious editing into play to make things uniquely memorable. Further, there's little emotionally compelling reasons for the party to get involved with the adventure other than "we showed up for our Saturday afternoon game." The designers will spend a significant amount of space describing an NPC (e.g. the caravan) only to make them irrelevant to the story. While it can be supposed the DM can work with this, players could simply sit through a caravan ride interacting with no one and it wouldn't matter a lick to the story. In a sandbox adventure, players will come back to NPCs, interact with them, and hence description is needed. It's another failing in game design. Since they freed up 30 pages with the online download, I expected more nuanced descriptions, even a 1-liner, ascribing some role-play detail to the bad guys (in case they're captured, etc.) Instead, we get a ton of description for people who last no more than one scene in the adventure.

There's also absolutely no "troubleshooting" section (like previous editions had, including 2nd) whereby players do something unexpected (such as wiping out the cultists in a certain part of the module where the adventure presumes the players do not attack the cultists). I suppose the answer to that is the adventure is over, because there's really no rational way it could continue (see chapter 3).

Additionally, we were promised more descriptive magical items than previous editions, but instead we got bulk +1 armor and +1 weapons. It wouldn't have taken any effort to spice things up (e.g. the Black Blade of Doom, borne by blah and while a +1 sword roars out the abyssal name of a creature slain by it and briefly causing the user's skin to grow dark scales (+1 AC) for one round or until hit by an attack). Something would have been nice and this is just the same mechanical crap as before.

In summary, for the flagship adventure of D&D, it's a sadly disappointing module with some roleplay opportunities and promises of high adventure but in a generic and very boring linear fashion of "go here, kill this" and no real discussion of alternate choices. This can work for easing new gamers into the fold as "sandbox" (free-form) can be intimidating with a new rules system. For those asking for more, it's a letdown.

Finally, those bred on "grid" maps will be thrown off by theatre-of-the-mind gaming, so a DM should be prepared to create maps on the fly (e.g. open field with a fence, a few trees). The module doesn't make clear that until November rolls around, gamers will need to visit Wizards of the Coast's website to download the free materials necessary to run it. This is not a negative; you're getting 30 more pages of content instead of stat blocks. However, I wish they'd put more effort into the product. I'm playing it because the Monster Manual and DMG are not out yet, and I hope this isn't a sign of things to come.

73 of 87 people found the following review helpful.
A Four-Star Product Ruined by Terrible Editing
By Parker Emerson
This is a tough one. On the one hand, Kobold has written a really solid adventure. It's interesting, exciting, and fun; everything you want a classic D&D adventure to be. The production quality is good, nice paper and solid printing.

On the other hand, the editing is TERRIBLE. It completely ruins the product. (Almost?) Every map has omissions, or lacks keys or descriptions. Monsters are listed as being in two different places at once. I really, really hope that for Rise of Tiamat, Kobold gets better editor. This was the worst editing job I've seen in an RPG product (sans hyperbole); definitely the worst I've seen in a physical RPG product. I don't know how this made it out to the printers.

It's also clear Kobold was working with a ruleset that was still solidifying. Skill checks are a little off with regards to passive checks, etc.; and some monster descriptions that don't match up with the monster stats in the supplement put out by Wizards.

Overall, a four-star product absolutely ruined by terrible editing.

See all 194 customer reviews...

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Selasa, 17 Juni 2014

** Free PDF Research for Writers Telecourse Guide, by FLORIDA STATE COLLEGE AT JACKSONVILLE

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Research for Writers Telecourse Guide

  • Sales Rank: #3951576 in Books
  • Published on: 2001-08-29
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 9.50" w x .50" l, 1.36 pounds
  • Binding: Paperback
  • 258 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
excellent service
By S. bonsell
i received this book in a timely fashion and it was in better shape than reported on the site.

Thanks

See all 1 customer reviews...

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Minggu, 15 Juni 2014

** Download PDF Legacy of the Drow: Collector's Edition, by R.A. Salvatore

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Legacy of the Drow: Collector's Edition, by R.A. Salvatore

A collection of four New York Times bestselling novels by R. A. Salvatore.

The Legacy of the Drow Collector's Edition brings together four bestselling novels: The Legacy, Starless Night, Siege of Darkness, and Passage to Dawn. The adventure begins in seeming serenity as we find Drizzt Do'Urden enjoying a rare state of peace. But he did not arrive at this station without leaving powerful enemies in his wake. Lolth, the dreaded Spider Queen deity of the evil Dark Elves, counts herself among these enemies and has vowed to end the drow's idyllic days. Thus begins a severe and lasting chain of events that make these collected Forgotten Realms novels unforgettable reads.

  • Sales Rank: #185223 in Books
  • Brand: Forgotten Realms - Novels Box Sets & Collections
  • Published on: 2003-01-01
  • Released on: 2003-01-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.95" h x 1.85" w x 6.05" l, 2.80 pounds
  • Binding: Paperback
  • 1088 pages
Features
  • Great product!

Amazon.com Review
Think of it as an opportunity to give all those tattered old paperbacks away to younger adventurers. Just as Wizards of the Coast did with the Icewind Dale and Dark Elf trilogy hardbacks, this 1,000-plus page collector's edition pulls together some of Drizzt Do'Urden's best stories--Legacy, Starless Night, Siege of Darkness, and Passage to Dawn--into one whopping volume.

Starting way back with 1988's Crystal Shard, the Icewind Dale books kicked off the celebrated Drizzt saga, while the Dark Elf prequel trio that followed detailed the scimitar swinger's shadowy beginnings in the drow city of Menzoberranzan. This third series essentially rolls up a bunch of random encounters from both worlds--all of Drizzt's cherished friends and newfound foes on the surface world, along with his old adversaries from the Underdark--throwing them into combat after combat to see who shakes out.

Legacy begins amicably enough, with Bruenor back on the throne and Cattie-brie and Wulfgar getting ready to tie the knot. But along comes a spider (the demon queen Lloth, in this case), and pretty soon the tunnels below Mithril Hall become a bloodbath. Starless Night takes Drizzt deeper into the Underdark in search of his lost friends, to Blingdenstone and on towards Menzoberranzan. Then Siege of Darkness nearly closes the series with its giant drow-dwarf battle finale, but the sea-faring followup adventure Passage to Dawn reveals the fate of one of Drizzt's fallen comrades, held in the Abyss by the demon Errtu. --Paul Hughes

About the Author
R.A. Salvatore was born in Massachusetts in 1959 and still makes his home there. He has published numerous Forgotten Realms novels with Wizards of the Coast, Inc., including the recent New York Times bestsellers Servant of the Shard and Sea of Swords.

Most helpful customer reviews

12 of 12 people found the following review helpful.
The Best Book I've Ever Read
By Zigra777
RA Salvatore, my favorite author of all time, is back to the basics. The basics = Drizzt Do'Urden. Along with his friends Catti-brie, Wulfgar, Bruenor, Regis, and Guenhwvwar. Enemies and friends from the past and present play key roles in the adventures of the warriors of Mithril Hall. From fighting drows, to being at sea for 6 years, to stopping a ta'nari from the Abyss who has control of one of the most powerful atricfacts in the world, Drizzt and his friends embark on an exciting adventure.
With the cameo of Cadderly, Danica, Ivan, and Pikel (characters from RA Salvatore's "The Cleric Quintet") and the Crystal Shard, The Legacy of the Drow is truly unstoppable.
The battles bring action. The villains bring suspense. The loss of a friend brings drama. The strange relationship between the friends brings some comedy. Together you get RA Salvatore's best work.

12 of 13 people found the following review helpful.
Enjoyed reading this one
By slangot
After finishing the Icewind Dale series I wanted to jump to the next series. I wanted to go with the flow of the story line so I didn't read the Dark Elf Trilogy, and instead went to this one (Legacy of the Drow). I was very pleased after reading this series. Salvatore's descriptions during fight/battle sequences are what I noticed first when reading his writing. You feel like you don't miss a single move when reading one of these scenes. Another thing I liked about this series in particular is the characters really start to come alive. Drizzt and friends have very interesting backgrounds, most of the time their pasts coming back to haunt each character. You start to understand each characters traits and you see how it effects their actions throughout the story.
I've been a fan of the fantasy genre for a while now. Whether it's movies, video games or books. Salvatore is a good author to look into if you want to start reading some fantasy fiction. I would start with the Dark Elf Trilogy or the Icewind Dale Trilogy if you are starting out. This is a definite recommendation to those that finished and enjoyed reading the Icewind Dale Trilogy.

6 of 6 people found the following review helpful.
Salvatore just seems to get better with age...
By Nicq MacDonald
Authors seldom maintain the same quality of writing throughout their entire career. They either splash onto the scene with an outstanding work that proves to be their best, or they creep out, honing their skill as time goes on.
Salvatore isn't a literary genius, but the more he writes, the better he gets. Unlike Robert Jordan, who can't seem to sustain the energy or interest level in his plodding, soap-opera like epics, Salvatore keeps things simple, fast, and enjoyable. Yet, at the same time, his flagship character, Drizzt Do'Urden, only seems to become deeper and more interesting as he matures.
In "Legacy of the Drow", Salvatore takes the characters and plot threads introduced in "Icewind Dale" and the "Dark Elf Trilogy" and runs them through a thousand-page wringer. Starting with "The Legacy", we are re-introduced to Drizzt's sinister family. In the books that follow, Salvatore seemingly puts the characters through every close call and near defeat he can, finally wrapping up the books in a touching rescue/showdown where Drizzt is forced to face defeat, only to see victory ripped from it's jaws at the last moment. The author pulls off the necessary dramatic tension and pacing to keep the reader hanging on his every word and glued to the book through the whole wild ride. "Legacy of the Drow" is far darker than the merry romp of "Icewind Dale", and the reintroduction of the Drow was every bit as scary as the foreshadowing in "The Dark Elf Trilogy" promised.
Of course, the books have some weaknesses. Drizzt's family members are under-used and quickly disposed of, much like the villains in Salvatore's plodding, overly-derivative "Cleric Quintet". Characters from the Quintet were introduced to the series in a relatively heavy-handed fashion, and some characters felt under-utilized (Gromph Baenre, Gandalug Battlehammer, and Berkthgar the Bold, especially). Salvatore's writing, while better than his previous works, still lacks the detail that characterizes the works of the best fantasy authors.
All in all, however, if you liked the first six books in Drizzt's saga, you'll love these four. Throw on a nice dark soundtrack, grab a drink, and enjoy the ride.

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