Selasa, 29 Juli 2014

! Download Ebook Cormyr: The Tearing of the Weave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Rich Baker, Bruce R. Co

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Cormyr: The Tearing of the Weave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Rich Baker, Bruce R. Co

Cormyr: The Tearing of the Weave is the first-ever Forgotten Realms hardcover super-adventure! Designed to take characters from 4th to 8th level, the adventure pits the heroes against the evil agents of Shar and Cyric as they plot to corrupt the worship of Mystra, goddess of magic. The adventure begins in Cormyr, but the characters must also travel to the Plane of Shadow to thwart the villains' machinations.

  • Sales Rank: #1281295 in Books
  • Published on: 2007-03-20
  • Released on: 2007-03-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.12" h x .57" w x 8.52" l, 1.54 pounds
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

31 of 35 people found the following review helpful.
Not a disappointment, but nothing to sing about.
By Aaron Frankland
WARNING: CONTAINS SPOILERS!!!

The new Forgotten Realms adventure, Cormyr: The Tearing of the Weave, has a neat underlying premise. The heroes are called in to investigate a newly-dedicated Temple of Mystra. Their investigations lead them from the Temple, into the Vast Swamp, and from there into the Plane of Shadow, where they confront minion of Shar and Cyric who are allied in an effort to tear a whole in Mystra's Weave over the Vast Swamp. The heroes must not only stop the evil doers from succeeding, but also perhaps help a down-on-its luck tribe of lizardfolk, and rescue intended sacrifice victims along the way. In this respect, it is not a disappointment. If you are familiar with the history of Faerun, and more specifically between Shar and Mystra, and between Cyric and Mystra, you have a good foundation to run (or play in) this adventure. If you don't? That's where the critique begins.

What's the motive? Why be a hero here other than to walk through an adventure and risk life and limb? The problem here, as it is with A LOT of Wizards adventures is that they are all modified dungeon crawls with little roleplaying, and through that, little character development. Yes, character advancement - you climb levels, but not character development.

Heck, you really don't even get into the heart of "why rip a hole in the weave" beyond to give Shar her own little swamp on the face of Faerun, nor "how the hole is being made," aside from "bellows" and "sacrifices."

I particularly don't like the new model of separating out encounters into another section of the book. It seems wasted space and a means to build in more pages and jack up the price. (I paid full price for this at my FLGS. If you are interested in buying it, I recommend Amazon.com or some other means to get it at a serious discount.) Moreover, you find yourself constantly flipping between the descriptive text and the matching encounter to simply keep track of where the characters are at and what's going on. Frustrating.

Also, no table of contents? I know this is a pretty straight forward adventure. It is a dungeon crawl afterall. But a table of contents is one page, or even half a page, and helps the reader see the organization. So, why not?

The new templates are "nice," but nothing to sing about. Dragon magazine has printed better. (See Issue 322 for the Shade Racial Class Level Progression.) Still, the Dark is a nice go-between from "normal" to "shade". The magic items are minimal. And there are no new monsters to fawn over.

In the end, there are interesting sights and interesting foes to encounter. Wizards did not break from its mold in building this adventure. There is no cutting edge new dynamics, nor underlying twist that makes you revel in the mastery of design. All in all, it's not a disappointment. But it's also nothing to write home about.

13 of 16 people found the following review helpful.
Good for an experienced DM
By Jeffrey Prall
I mostly enjoyed this product. On the down side, the book does get a bit confusing due to the new encounter format. For those unfamiliar, all the tactical details of an encounter are listed seperately on another page than the general description and details of the area concerned. Meaning, you have to flip back and forth some to get the true measure of what is going on. The encounter format is not all bad though, it is fairly streamlined, containing all the pertainent info you need to run the particular combat. Also, due to the somewhat chaotic layout of the rift (the climax area of the adventure), it feels less organized than the other sites.

On the plus side, the encounters themselves are imaginative, with interesting opponents, obstacles, complications, and possible developments. While your characters aren't likely to leave a lot of recurring villians, they do pick up pieces of a puzzle along the way and visit interesting places.

I would recomment this product for those you can overlook the problems mentioned in the first paragraph.

6 of 7 people found the following review helpful.
Mediocre at best
By B. Tong
I was very disappointed with this book. It has little to do with Cormyr. Even if you're focused on setting a game in Cormyr you can skip purchasing this book. You'll get nothing in the way of useful source material. The adventure has one or two interesting parts, but you can definitely do better by writing your own. This book also seems to focus on a new style that comes off as focusing more on the fights than the story. I found important information scattered about the book and it was often difficult to make it fit together.

See all 15 customer reviews...

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^^ Free PDF Star Wars Miniatures Ultimate Missions: Rebel Storm: A Star Wars Miniatures Game Product (Star Wars Miniatures Product), by Wizards Team

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Star Wars Miniatures Ultimate Missions: Rebel Storm: A Star Wars Miniatures Game Product (Star Wars Miniatures Product), by Wizards Team

A new handbook that helps players enhance their use of Star Wars Rebel Storm Miniatures.
First in a new series of products that will accompany each Star Wars miniatures expansion, the Ultimate Missions: Rebel Storm provides extended information and gameplay suggestions for anyone looking to maximize their Star Wars Miniatures experience. In addition to game-related content, this full-color product also contains a fold-out poster map and new color terrain tiles to diversify gameplay.

  • Sales Rank: #1671209 in Books
  • Brand: Star Wars - Collectible Miniatures Game - Sealed
  • Published on: 2004-11-01
  • Released on: 2004-11-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.71" h x .26" w x 8.30" l, .80 pounds
  • Binding: Misc. Supplies
  • 96 pages

About the Author
JD Wiker is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD's recent titles include d20 Future, d20 Menace Manual, Power of the Jedi Sourcebook, Star Wars Hero's Guide, and the Galactic Campaign Guide.

Most helpful customer reviews

13 of 13 people found the following review helpful.
style over substance
By Peter T. Lee
A first look at the book and it's pretty spectacular; you've got full color, new art, and nearly 100 pages of missions. There's a full color map and a tile with terrain pieces, which is unfortunately the most useful item in the book.

My main complaint has nothing to do with play testing, proofreading, or editing about which many people have already complained. The problem that I have is that the missions are uninspiring. I don't really have a desire to sit down and play through three-fourths of a book that just mimics the original Star Wars trilogy. The missions that are outside the scope of the movies hold a bit more interest, but in the end it just isn't enough.

The best part of the book (other than the appearance) is the random scenario generator that makes up only the last few pages of the book. The other plus is the map and tiles, of which I certainly have use in a role-playing game setting. (There have been some complaints on the message boards of game balance issues with the map, but I haven't played enough with the map to say that.)

I would have much rather had this product be a set of tiles, 3 or 4 new double sided maps, and a 16 page random scenario booklet.

8 of 8 people found the following review helpful.
Good Concept for Initial Supplement Nice Graphic Design
By bpesti
This booklet is a good place to start before embarking on your own generated scenarios, tournaments or campaigns.

I appreciated the heads-up on the editorial and packaging shortcomings in the previous reviews. I was able to leaf through at the bookstore and picked-up a copy at amazon and don't regret it.

For my money's worth, I like the idea of mimicing basic scenarios from the films as an initial supplement to the Rebel Storm Starter set, map and rules. The basic idea of a Star Wars miniatures game played on well-designed grid map is something I would have liked the opportunity to play as a kid in the 70's. It might be a simple pleasure, but it fits the bill.

You can find corrections to errata on wizards.com forums, or google search "Star Wars Minis Clarifications" as compiled by Guy Fullerton, the Official Star Wars Minis Net Rep.

The foldout map did in fact start to rip the illustrations at stuck-together folds, as previous reviews noted. I had to CAREFULLY hold it over a boiling pot of water in order to steam the folds loose so they could be gingerly peeled apart without ripping the illustrations at the seams. This worked well and saved the rest of the map from being torn, but it shouldn't be necessary.

The scenarios make good use of this map as well as the map & tiles from the Rebel Storm Starter set. It does help to have the specific characters in your collection to achieve the full effect of the movie-based scenarios, but it can be played with any SW miniatures totalling points listed. Some Substitute characters are listed in the Setup.

The book layout is easy to follow with the Scenario Mission backgrounds, a map inset showing the starting areas and any victory goal areas where applicable on the left-hand pages, and the Character Squad Setups, Victory Conditions, Special Scenario Rules and Campaign Play notes on the right-hand pages.

The extra smaller tiles are useful (which have to be cut apart with an Xacto knife or scissors) and supplemental rules making use of an interrogation droid, power packs, medpacs, e-web blaster (similar to the Snowtrooper's giant blaster on Hoth), destroyed tiles, speeder bike, landspeeder and Han Solo frozen in carbonite (for use in a Bounty Hunter's Showdown scenario).

There's brief but effective rules for Hidden Movement, Reinforcements, Reserves, Traps, Speeder Bike Chases, Trenches, Weapons Lockers and Windows that are used in various scenarios.

Campaign Play sidebars describe an option to play 2,500 point forces from which units compete within each mission and which dwindle down by the time the final missions are played out.

Each mission includes background text to set-up the scenario. Some missions are linked to one another in a logical progression of events. Not all scenarios are combat based. Some require escaping, evading, pursuing etc. The Random Mission Types include Skirmish, Ambush, Rescue, Confrontation, Escape, Purge, Capture, Sabotage and Bunker Raids outlined by Scenario Lengths, Attacker and Defender Setups, Victory Conditions and Special Scenario Rules for each. The descriptions are brief and concise, but that's all they need to be. There's enough variety to satisfy or inspire most scenarios.

The graphic design and layout is very professional and well-organized which helps one overlook the editorial errata and difficulty unfolding a stuck-together but beautifuly illustrated map (which accounts for a 4-star review).

I recommend this and look forward to the Ultimate Missions: Clone Strike supplement.

9 of 11 people found the following review helpful.
Flawed Product
By Taellik
Numerous typos, scenarios not playtested prior to publication, editor "rubber-stamped" product without proofreading for inconsistencies, vastly overpriced for what is being provided to the consumer.

Numerous complaints from the publishers messageboard over lack of editorial review of the product.

Major first class disappointment and falls short of expectations for a Star Wars license literary/gaming product, if you have, get it from 2nd hand market at a sharp discount ( I'd pay maybe $10).

See all 10 customer reviews...

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Sabtu, 26 Juli 2014

# Download The Book of Vile Darkness: A 4th Edition D&D Supplement, by Robert J. Schwalb

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In addition to showcasing characters and locations featured in the upcoming Dungeons & Dragons: The Book of Vile Darkness Syfy Original Movie, this roleplaying game product is intended for Dungeon Masters looking to broaden their campaigns to include dark subject matter and truly evil threats. It features a detailed look at the nature of evil and the complex challenge of confronting the many dilemmas found within the deepest shadows.

It includes:
 •  A 32-page facsimile of the Book of Vile Darkness, filled with malignant secrets and musings that can inspire adventures or entire campaigns;
•  A 96-page game supplement that provides Dungeon Masters with sample roleplaying encounters, adventure hooks, skill challenges, rituals, and lore for some of the most despicable creatures to infest any campaign world, new character options for players who like to flirt with evil;
•  A full-color, double-sided poster map presenting iconic evil sites for heroes to explore.

  • Sales Rank: #770084 in Books
  • Brand: Wizards of the Coast Games
  • Model: 34416
  • Published on: 2011-12-27
  • Released on: 2011-12-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.93" h x .37" w x 8.58" l, 1.05 pounds
  • Binding: Paperback
  • 128 pages

About the Author
Robert J. Schwalb, a writer and award-winning game designer best known for his work on Dungeons & Dragons®, got his start in 2002 and has never looked back. He has designed or developed almost two hundred gaming books in both print and digital formats for Wizards of the Coast, Green Ronin Publishing, Black Industries, Fantasy Flight Games, and several other companies. Some of his best-known books include the Dark Sun Campaign Setting, Player's Handbook 3, A Song of Ice and Fire Roleplaying, Grimm, and Tome of Corruption.

Most helpful customer reviews

19 of 23 people found the following review helpful.
Incorrect description on Amazon, but still a great buy.
By Joshua M. Ricard
Just got it yesterday, and the first thing I noticed upon opening it up, is that there is no 32 page facsimile of the Book of Vile Darkness, but a 32 page Player's Book (which includes players classes, variants, options, feats, etc) that comes included with the 96 page DM's book for the BoVD (as well as the poster map).

Both books include a ton of great "fluff" material. The DM book contains just what I was looking for as far as providing some great options and ideas for a truly evil villain for my next upcoming campaign. There is much more helpful info in the book as well including some nice monster, and ideas for creating great story hooks and campaigns around the ideas of evil, or having evil players. Plus, it includesan adventure centered around the "Book of Vile Darkness" artifact. The Player's Book seems as though it will only really serve a purpose if you have players playing evil characters. I played in an evil campaign once before and this Player's Book would have been helpful then. The poster map seems very thin and flimsy, but I will certainly attempt to use it (although I prefer my Chessex battle mat).

I'd say for the price, it is certainly worth giving it a shot. As a DM, I am always look for another supplement to fuel my mind with more ideas to make my campaigns even better. But do remember, the Amazon description is INCORRECT. There is no 32 page "Book of Vile Darkness" that comes in this, but a 32 page Player's Book that is designed for the idea of players that want to play evil options or variants.

24 of 30 people found the following review helpful.
Feels a little gimmicky
By Michael J. Tresca
As Wizards of the Coast continues its plans of global domination with the Dungeons & Dragons brand, the full marketing power of the Hasbro juggernaut has become apparent in comics, board games, and now The Book of Vile Darkness (BOVD) movie. My buddy George Strayton is a story and game consultant on the upcoming film, so I'm hopeful it will do well.

The original BOVD first debuted as a magic item in the 2nd Edition Advanced Dungeons & Dragons Dungeon Master's Guide. It wasn't until 3rd Edition that the Book of Vile Darkness achieved the legendary status of the Necronomicon - and the BOVD is basically a fantasy analogue. The controversy over the 3E book was significant, because its debut drew comparisons to another book published by former Dungeons & Dragons brand manager and Wizards of the Coast employee Anthony Valtera. He formed the Valar Project to produce a book that really pushed the envelope with the Book of Erotic Fantasy, which made the BOVD look tame in comparison. It was thanks to that book that Wizards incorporated a decency clause into its d20 trademark license, which likely led to a much more restricted Game System License for 4th Edition. End of history lesson.

Like the 3rd Edition version, the 4th Edition BOVD is shrink-wrapped. That's pretty much where the similarities end. There's no warning label, because the content inside is appropriate for all gamers. Inside the slipcover are two books and a battle map.

The first book has no trade dress other than a design that presumably mimics the BOVD from the movie. This is in fact the Player's Book, which features 32 pages of crunch: five new character themes (cultist, disgraced noble, infernal slave, reaver, and vile scholar), five new paragon paths (blood -crazed berserker, contract killer, demonologist, idol of darkness, and vermin lord), the Exemplar of Evil epic destiny, and a selection of divine devotion feats, divinity feats, and vile feats. Most of these are pretty standard stuff, with the exception of the demonologist which bestows a quasit companion and the vermin lord, which lets you turn into a vermin swarm. The artificial distinction between this book and the accompanying Dungeon Master's Book seems to be primarily to create a reproduction of the BOVD movie prop.

The first chapter of the Dungeon Master's Book introduces the book and the nature of truly vile evil. The second chapter covers evil campaigns: creating evil adventurers, managing evil characters, evil adventuring, adventure ideas, campaign themes, and campaign arcs. The creating evil adventurers section deals with the complications of evil parties- I played entire high school games that devolved into a series of gladiatorial battles between evil characters. The third chapter covers vile encounters, which includes vile terrain, curses (e.g., werewolf lycanthropy), diseases (like faceless hate which was in the original BOVD), traps (the crypt thing returns, yay!) and hazards (rot grubs, boo!). The fourth chapter covers villain creation, including themes (4th Edition's answer to 3rd Edition templates) and new takes on old monsters like hordelings and tsochar. Nhagruul the dragonspawn makes an appearance. Given that he also has an organization of disciples, Nagruul seems to be important in the movie as well. The Kargatane from the Ravenloft Demiplanes of Dread return in the BOVD. Chapter five covers the artifacts of evil, including cursed items like berserk weapons.

The fifth chapter features a series of encounters for good-aligned heroes to dispose of the BOVD through a series of trials that presumably mimic the movie. That's where the battle maps become relevant.

The BOVD could easily have been a hardcover, and the distinction between the player/dungeon master booklets seems flimsy. The slipcover is unnecessary (is anyone really going to put this thing back in the slipcover after they use it?) and I recognized several pieces of recycled artwork from 3rd Edition products. With a few exceptions, the BOVD doesn't really go far enough in detailing all the fun aspects of being evil. There's no awesome torturer powers, for example, or gluttonous cannibals, or anything that made the original BOVD so wacky and controversial.

Heroes of the Feywild raised the bar for a cohesive splatbook that's an excellent balance between crunch and fluff. The Book of Vile Darkness, in comparison, feels a little gimmicky. It's not bad, but it pales in comparison to the original.

1 of 1 people found the following review helpful.
Not so Vile Darkness but disturbed and shaded
By Chris
The idea of this book was great and I liked the one that came out for the 3rd edition as well. The only part I think they dropped the ball on, and it probably comes from it being owned all the way up the chain by Hasbro, instead of when TSR was a company all its own, was that it was really PG-13 in its flavor. I was hoping for something a lot more along the lines of "Piercing of Control" or something like "leather armor of bondage" etc. Though some of the thoughts were fun conversations around the gaming table get a lot more dark (and in turn, funny) than what was found in this book. I hope they are able to do an adult on line only option for the Next version when it comes out. The fluff material was a good little gimmick but not a big selling point.

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The Book of Vile Darkness: A 4th Edition D&D Supplement, by Robert J. Schwalb PDF
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Kamis, 24 Juli 2014

# PDF Ebook Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4), by Gwendolyn F.M. Kestrel

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Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4), by Gwendolyn F.M. Kestrel

Monster Manual IV is the most recent volume in the best-selling Monster Manual line. Sure to be popular with both Dungeonmasters and players, this supplement to the D&D® game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms® or Eberron® campaign. This product is tied to 2006’s Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.

  • Sales Rank: #350531 in Books
  • Brand: Wizards of the Coast
  • Published on: 2006-07-11
  • Released on: 2006-07-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .69" w x 8.57" l, 1.80 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

108 of 113 people found the following review helpful.
Decidedly Ambivalent
By B. Allen-Trick
I bought this book like a good lil consumer the day it came out. Not to say there aren't good things about it, but it leaves me wanting more and frankly wishing I had waited to purchase it.

The Good: Knowledge check tables. This is pretty much the most common use of knowledge skills in games I've played in or ran, and something like this was sorely lacking in previous Monster Manuals. Excellent addition.

New Monsters. What new monsters there are are pretty nice. There's a share of generic gobbledigook, to be sure, but things like the Deathdrinker Demon and Justice Archon are just (my apologies in advance) friggin' rad.

The Bad: Enemies with class levels. There are listings for monsters we already know. Why you may ask? Well now they have multiple versions with a variety of class levels. A lot of which don't make sense. Drow ninja? Ok the ninja class SORTA fits drow, but not the standard D&D campaign flavor. Githyanki blackguard? But githyanki don't revere any deities...puzzler.

The Ugly: The new stat block. I'm sorry, I've TRIED to use this thing, but after 6 years with the old organization old habits die hard. Not to mention many key pieces of information are missing or poorly placed, including environment and Level Adjustment. I mean sure, the justice archon is awesome, but what if my paladin wants it as a cohort? Thanks for nothing WotC! Also the general format is in disarray. It's often hard to tell just what monster you're LOOKING at, because the names are in smaller type and not eye-grabbing. The one-page per monster format from the MMIII (and of course all previous editions) has been woefully eschewed as well.

I guess in the end we can't have our cake and eat it too, or so WotC seems to be telling us. You can have cool monsters, an easy to read format, and knowedge check info. Pick two. If they ever venture a MMV, I want the knowledge checks from MMIV, the one page per creature style of MMIII, and the sense of necessity of the original MM. Who's with me?

0 of 0 people found the following review helpful.
Five Stars
By Jeremy
Perfect condition, and the writing is among the best monster manuals out there.

19 of 19 people found the following review helpful.
Too much non-Monster material which should have been elsewhere
By Edward Swing
The latest in the Monster Manual series, the fourth (or fifth, if you count the Fiend Folio) is a departure from the classic listings of the previous books. The book includes a number of new monsters, as one would expect.

For each monster, the book includes a number of additional features. Sample encounters and lairs provide a quickly inserted monster feature, and each monster also includes a block of Lore, so that GMs can provide PCs relevant info without spoiling too much. The monster stats are provided in the New encounter-based layout, rather than the format used in the previous books.

Unfortunately, the additional material means there are far less monsters in this tome as compared to the other ones. To make matters worse, a number of familiar monsters - mostly humanoid races - are revisited, providing several advanced versions to such favorites as Drow, Githyanki, Orcs and Gnolls. This drops the effective monster count even further.

Any experienced GM can either create such advanced monsters themselves, or have a library of useful references to help (such as Dungeon magazine). The sample lairs are likewise only really useful for one encounter (per gaming group), and then you're in reruns. Do we REALLY need more sample drow encounters and foes?

The new stat blocks are also cumbersome, and I prefer the original ones. Granted, the new ones are designed to ease encounters. But there is something to be said for consistency, and I would rather see the encounter-based stat blocks for encounters only, and the original stat blocks for the monster listings.

The lore blocks are a nice touch. It would be nice if WotC provided stat blocks for all previous Monster Manual critters. However, the difficulties for the stat blocks are based upon the monster's CR, not their relative rarity. So a PC would have more knowledge of the Clockwork Mender (a new CR 1/2 monster that's from Mechanus) than a common troll or ogre.

As far as the monsters themselves go, we have a horde of new dragonspawn from Tiamat. These are interesting, but only really useful in a dragon-based campaign. There are a few new clockwork creatures, demons, and yugoloths, and some interesting new creatures such as the Zern. And of course there are the Skiurid - evil dark squirrels.

While the sample encounters and advanced (classed) humanoids are a nice body of work, they do not belong in a Monster Manual. I would much rather have this material in a new Book of Lairs series (hint hint), or have Dungeon magazine provide it in their pages as Side Treks. Otherwise its a waste of pages.

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Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (v. 4), by Gwendolyn F.M. Kestrel PDF
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^^ Free PDF The Cat Who Wasn't There: And the Cat Who Blew the Whistle, by Lilian Jackson Braun

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The Cat Who Wasn't There: And the Cat Who Blew the Whistle, by Lilian Jackson Braun

Persuaded by his beloved companion to join her in a group tour of Scotland, Jim Qwilleran expects to revel in his Scottish heritage while keeping Polly Duncan safe from the Pickax Prowler. Instead, his trip is cut short when a thief swipes a suitcase, the bus driver disappears, and a fellow tourist is found dead - all in the same day. The distraught tour members return to Pickax, only to find the town in a tizz. And when village scuttlebut focuses on the bizarre behaviour of one of the tour's surviving members, Qwill's sensitive moustache tells him that more trouble is on the way.

  • Sales Rank: #8484982 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1999-01
  • Ingredients: Example Ingredients
  • Format: Abridged
  • Original language: English
  • Dimensions: 7.50" h x 4.50" w x 1.25" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

From Publishers Weekly
Pickax City columnist and wealthy bachelor Jim Qwilleran travels to Scotland, leaving his Siamese cats Koko and Yum Yum at home, in one of the most lively recent entries in Braun's popular "The Cat Who . . . " series. Also on the Bonnie Scots Tour are Qwill's current woman friend, Polly Duncan, the Moose County librarian; and his recently returned former girlfriend, Dr. Melinda Goodwinter, who proposes marriage. Tour leader Irma Hasselrich (a friend of Polly's and a patient of Melinda's) dies of apparently natural causes; then a jewel case and the tour-bus driver disappear. Qwill, Polly and Melinda decamp the tour early; back in Pickax City, listening to tape recordings he made along the way--and to Koko's intuitive yowls--Qwill begins to suspect that Irma was murdered. Convincing others, however, takes time and an investigation. Although the cats play a smaller role in this installment than in previous ones, Braun's descriptions of Scottish lore and the complications of Qwill's love life will enchant fans. Mystery Guild selection; Literary Guild and Doubleday Book Club alternates; audio rights to Dove.
Copyright 1992 Reed Business Information, Inc.

From Kirkus Reviews
The 15th outing for Pickax City newspaper pundit and zillionaire Jim Qwilleran and his Siamese housemates, Koko and Yum Yum, travels from Moose County to Hibernia and back again as it dwells on Qwill's Scottish ancestry; the identity of the prowler sniffing around his lover, Polly the librarian; and the attempts of his former lover, Melinda, to rekindle their romance (with dire results) while on a Highland Tour with them and 13 other Pickax friends. The friends include the teddy-bear-collecting Chisholm sisters; cranky, outspoken Amanda Goodwinter (who ``drank a little''); several stalwarts of Pickax's little theater group; and pushy tour-guide Irma Hasselrich, who disrupts everyone's holiday by dying in bed--from unnatural causes. Nice scenery, interesting historical tidbits, and far-fetched- -in fact, farcical--motivation for murder, but die-hards and readers new to the series will have a rare glimpse of Qwill and Koko behaving most ungentlemanly-like toward the ladies. -- Copyright ©1992, Kirkus Associates, LP. All rights reserved.

Review
Praise for the Cat Who... series: 'The fastidious plotting is designed to appeal to more than just the cat-lover' The Times; 'This droll and engaging mystery...firmly grips the reader...a lively witty tale bolstered by sharply etched characters' Publishers Weekly; 'An engaging tongue-in-cheek yarn with a sting in the tail that won't just appeal to the cat-lover' Belfast Telegraph; 'It's a Wonderful Life meets The Aristocats in this daft but endearing whodunnit' Liverpool Daily Post; 'Mrs Braun has a breezy style; the cats are really smart' New York Times Book Review; 'Great fun!' Lawrence Block 'Entertaining and absorbing mysteries which, in the tradition of all good whodunnits, keep you guessing right to the end' Dumfries and Galloway Standard 'Lilian Jackson Braun purveys delight from beginning to end' Los Angeles Times 'Like news from Lake Woebegon, Braun's Cat Who... series...has charmed readers' Publishers Weekly 'Light-hearted originals... The mix of crime and cats [is] catnip to readers who like both' Chicago Sun-Times 'An offbeat series with a good deal of charm' The Baltimore Sun 'Braun writes with charm and sureness' Cleveland Plain Dealer

Most helpful customer reviews

0 of 0 people found the following review helpful.
Mystery and Travel
By Joyce Brown
It's fun to learn about another country and enjoy a mystery at the same time. I like the characters in The Cat Who... books. Also I enjoy trying to guess how the murder occurred and who was responsible. They keep me guessing.

0 of 0 people found the following review helpful.
Easy reading
By Essie R Baldwin
Love these books! Easy reading and fun!

0 of 0 people found the following review helpful.
Love this series!
By Sha'
Love this series!

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Rabu, 23 Juli 2014

!! Free PDF Dragonlance Legends Trilogy (3 Volume Set), by Margaret Weis, Tracy Hickman

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Dragonlance Legends Trilogy (3 Volume Set), by Margaret Weis, Tracy Hickman



Dragonlance Legends Trilogy (3 Volume Set), by Margaret Weis, Tracy Hickman

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Dragonlance Legends Trilogy (3 Volume Set), by Margaret Weis, Tracy Hickman

A boxed set of three core titles from the Dragonlance saga.

This slip-covered gift set contains three key titles from the Dragonlance saga: Time of the Twins, War of the Twins, and Test of the Twins, all of which were authored by New York Times bestselling authors Margaret Weis and Tracy Hickman. These are three of the strongest-selling Dragonlance backlist titles.

In Time of the Twins, Tasslehoff, Raistlin, Caramon, and the priestess Crysania travel back in time to visit the city of Istar before the Cataclysm in an attempt to avert disaster, while Raistlin plots to seize the magical power of the ancient wizard Fistandantilus. In Test of the Twins, Raistlin casts a magical spell to open a Portal to the Abyss. At the same instant his brother Caramon operates a magical device that throws Caramon and Tasslehoff into an unexpected place. And in War of the Twins, Raistlin prepares to enter the Abyss and challenge the Dark Queen herself, only do discover that he is caught in a time loop from which there seems to be no escape.

  • Sales Rank: #259103 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2002-09-03
  • Released on: 2002-09-03
  • Format: Box set
  • Original language: English
  • Number of items: 3
  • Dimensions: 6.92" h x 3.50" w x 4.08" l,
  • Binding: Mass Market Paperback
  • 1216 pages
Features
  • Used Book in Good Condition

About the Author
Margaret Weis is the cocreator of the Dragonlance world. She has authored or coauthored fifteen books set in the Dragonlance world, several of which were New York Times bestsellers. Weis lives in Wisconsin.

Tracy Hickman is the coauthor of fifteen Dragonlance novels, as well as other series such as Darksword and the Death Gate Cycle. He has designed settings, including Starshield, and is the author of the novel The Immortals. Hickman lives in Utah.

Most helpful customer reviews

41 of 45 people found the following review helpful.
Legends Trilogy
By A Customer
The previous reviewer has this box set mixed up with another book. This box set contains 3 Dragonlance books from the legends Trilogy, which takes place after the Dragonlance Chronicles. Its the second trilogy in the Dragonlance series of books. It contains the books: Time of the Twins, War of the Twins, and Test of the Twins. These were excellent books but i recommend you read the Dragonlance Chronicles before you read these as they will give you a better understanding of the characters.

6 of 6 people found the following review helpful.
Buy! Buy! Buy!
By A Customer
Truly, this is a book that you must read! I am a devoted Dragonlance fan, and this is my favorite of the many series. It really revolves around character development and development of the setting. You get to know characters in ways you don't in the previous series like Dragonlance Chronicles and the Raistlin Chronicles. Plus, it's got Tasslehoff!

Oh, is this your review... You must have dropped it.

6 of 7 people found the following review helpful.
Dragonlance
By J. Read
I've always been a Tolkien and Lewis fan and have wanted some modern day authors who had the same stuff. Margaret Weis and Tracy Hickman have taken that place. Anyone who likes a good adventure like The Lord of the Rings would enjoy the Dragonlance trilogies immensely. I find myself coming back to these books every once in a while, too. It's the classic Good vs. Evil in a grand epic, the likes of which I've only seen with Tolkien and Lewis and a few others.

See all 38 customer reviews...

Dragonlance Legends Trilogy (3 Volume Set), by Margaret Weis, Tracy Hickman PDF
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# Download Dragons of the Dwarven Depths (Dragonlance: The Lost Chronicles, Book 1), by Margaret Weis, Tracy Hickman

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Dragons of the Dwarven Depths (Dragonlance: The Lost Chronicles, Book 1), by Margaret Weis, Tracy Hickman

Tanis Half-Elven... Flint Fireforge... Tasslehoff Burfoot... the classic Dragonlance characters are back!

Picking up where the first book of the classic Dragonlance Chronicles left off, this tale follows the Companions of the Lance on their adventures following the rescue of the refugees of Pax Tharkas. Flint and Tanis Half-Elven travel to the dwarven kingdom of Thorbardin, while the rest of the Companions confront challenges of their own.

  • Sales Rank: #241581 in Books
  • Brand: Weis, Margaret/ Hickman, Tracy
  • Published on: 2007-05-08
  • Released on: 2007-05-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.80" h x 1.68" w x 4.10" l, .60 pounds
  • Binding: Mass Market Paperback
  • 608 pages
Features
  • Used Book in Good Condition

From School Library Journal
Grade 9 Up–In Dragons of the Dwarven Depths (Wizards of the Coast, 2006), authors Margaret Weis and Tracy Hickman attempt to fill in some of the gaps in their popular Chronicles Trilogy series. The story picks up after the Companions of the Lance have helped a group of slaves escape from the mines of Pax Tharkas. The group takes refuge in a mountain valley, where they hope to be safe from their former masters. When the illusion of security is dispelled by the appearance of one of their old enemies, the heroes take action. They seek out the lost dwarven stronghold of Thorbardin, hoping that the dwarves that still remain within will give shelter to the refugees through the winter. However, this sanctuary comes with a cost. The Companions are forced to take up a quest for the fabled Hammer of Kharas. The story is weighted with exposition that drags down what has the potential to be an exciting plot. While the characters may be old friends to returning readers, those new to the Chronicles will find them flat and underdeveloped. Sandra Burr's clear, melodic voice guides listeners carefully along the journey. While she skillfully provides distinct voices for a large cast of characters, some of them grate on the ears. This recording will be in demand by fans of the previous books, but it will not draw in new listeners.–Heather Dieffenbach, Lexington Public Library, Beaumont Branch, KY
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

About the Author
MARGARET WEIS and TRACY HICKMAN published their first novel in the Dragonlance Chronicles, Dragons of Autumn Twilight, in 1984. Over twenty years later they are going strong as partners -- over thirty novels as collaborators -- and alone or together with other co-authors have published over a hundred books, including novels, collections of short stories, role-playing games, and other game products. Hickman is also the inspiration for an upcoming "Tracy Hickman Presents" line of Dragonlance novels for Wizards of the Coast, while Weis is in the midst of her own Dark Disciple trilogy. Weis is also the President of Sovereign Press, which publishes Dragonlance game material as well as many other game products.

From AudioFile
Even a series as well populated as that of the dragonlance universe has gaps. For followers of the series, this first in the lost chronicles fills in background from the war of the lance or, for newcomers, provides a new entry point to the series. Sandra Burr appears to have fun with her characters, bringing humor to the characterizations, clearly reflecting the relationship between Tanis and Flint, and offering a bit of comic relief at times. Her characterizations are descriptive. Her portrayal of the low-level acolytes of the dark queen, who are hissing lizards, almost slithers. Their leaders are more subtly portrayed, an approach that is consistent with their characters. J.E.M. © AudioFile 2006, Portland, Maine-- Copyright © AudioFile, Portland, Maine

Most helpful customer reviews

46 of 51 people found the following review helpful.
Revisiting old friends
By Andy Gray
Dragons of the Dwarven Depths by Margaret Weis and Tracy Hickman is the first novel in the Lost Chronicles trilogy. For fans of the Dragonlance universe, the Lost Chronicles represent time between the original Chronicles books. In this case, this book takes place between the events of Dragons of Autumn Twilight and Dragons of Winter Dawning. So, those readers who have read those two books will understand the story very well. Before I go further, if this book interests you at all, I think you should read the Dragonlance Chronicles before you read this book. Why? Well, for one those are he first stories involving these characters, but more importantly you will have a deeper understanding of some of the things that happen in this book.

The plot itself is typical Weis & Hickman. It's well laid out and concise with not a lot of extra stuff thrown in. I liken this book to putting on your favorite pair of old shoes. No matter when you last wore them, they still feel great when you put them on again. The story of the hammer of Kharas has long been talked about in Dragonlance circles and finally it has come to fruition. As I was reading this I could tell that Weis and Hickman had long thought about this plot line as it was just so well done and fleshed out.

The characters in this novel and exactly what Dragonlance fans would expect. All the familiar faces are present. In terms of character development there is not really a whole lot, except for Flint's character. This is for a couple reasons. It's had to develop characters that have been through several series and then come back to them at a point in the middle of the first trilogy and develop them a little without throwing something off down the road. So, I really wasn't expecting too much in this area, but what I got I was pleased with.

Now, I do have a bit of contention with the characters and this happened more than once. First, I need to say I am a huge fan of the Chronicles and the characters. I have read the Chronicles several times. Yet, when I was reading this book something felt `of' to me. It took me about fifty pages to realize what it was. There are several instances during this book where the dialog of the characters in no way matches how they spoke in previous books. I am not talking about little `oops' in dialog. I am talking whole sections that in no way fit what the characters have always sounded like and said. At times it was so glaring that it made me stop reading and I had to re-read the section to make sure I read it right. Now, some people may not think this is a big deal, but to the traditional Dragonlance fan will understand exactly what I mean when they read this book.

Don't get me wrong, I still really enjoyed this book, the dialog just really through me off at times. If you are a new fan to the Dragonlance universe and want the most `complete' experience. I may suggest reading the Dragonlance Chronicles book 1 first and then reading this book, followed by the Chronicles book 2. That would give you the complete story without having to `go back' so to speak.

Overall, I enjoyed this book and am eagerly looking forward to the next one to be released in July, 2007. Fans of fantasy should all read the Chronicles books. They are truly a great story and one that has endured the test of time over and over again. I, for one, am happy to revisit the characters that I grew up with.

23 of 26 people found the following review helpful.
Disappointing. . .
By Patrick St-Denis, editor of Pat's Fantasy Hotlist
Margaret Weis and Tracy Hickman's Dragons of Autumn Twilight was the first "true" fantasy novel I ever read. This was the book that made me fall in love with the genre, and I never looked back! Much like the first girl you kiss, these two authors have always held a special place in my heart. Even though they haven't written anything that really capture the imagination since the conclusion of The Deathgate Cycle in 1994, I always give them the benefit of the doubt and purchase their new books/series. Sadly, since then Weis and Hickman (together, solo, or with other collaborators) have produced works of average quality at best.:-(

Their last Dragonlance offering, The War of Souls trilogy, was a far cry from their popular Dragonlance Chronicles and Legends. This new series, The Lost Chronicles, will explore some of the storylines that were not part of the narrative of the original main sequence. Hence, it boded well for fans eager to see Weis and Hickman recapture their erstwhile excellence. After all, they were going back to their old stomping grounds, the world of Krynn, during the War of the Lance.

Honestly, I was pretty excited myself! For fans of the original series, this opportunity to go back in time and once again follow the adventures of the Companions is quite a kick. Characters such as Tanis, Raistlin Majere, Sturm Brightblade, Laurana, and Tasslehoff Burrfoot have all left an indelible mark in the fantasy genre.

The predominant problem with Dragons of the Dwarven Depths lies in the fact that there's nowhere near enough material to make a full-length novel. At best, this should have been a novella. Personally, I believe it would have worked best as a short story such as the ones Weis and Hickman came up with for the Tales trilogy.

There is so much "filler" in this book. . . I couldn't quite believe it. There are unnecessary portions filling us in on the back story. Given the fact that one needs to have read the original Dragonlance Chronicles, these parts of the narrative are totally obsolete. Add to that the inordinate amount of time spent journeying and I estimate that a good 50% of the novel could be excised without readers losing much of the story.

The second shortcoming of this book lies in the selection of the plotline that would serve as its backdrop. The search for the Hammer of Kharas was not part of the original saga, and there's a good reason why it was only alluded to in Dragons of Winter Night. It was only part of the Dragonlance roleplaying modules because the storyline wasn't that interesting to begin with. As I mentioned, not enough material. . .

Nevertheless, the narrative flows well enough, though the writing is a bit clunky at times. Although it's fun to be reunited with the characters we have grown to love, the fact that nothing really happens throughout the novel makes it hard to maintain our level of interest. I'm afraid that even Tass can't save this one.

My hopes for the forthcoming Dragons of the Highlord Skies are somewhat higher, what with the search of the dragon orb storyline and the presence of Lord Soth. I mean, come on! This one has to be good!

Hence, as fun as it is to go back in time and return to the events that marked the beginning of the War of the Lance, Dragons of the Dwarven Depths is a disappointing effort.

15 of 16 people found the following review helpful.
Travel Once Again With The Companions
By Keith J. Kraemer
It felt good to read another tale of the Companions, years after I thought their saga had wound down. I was extremely excited to see that Weis and Hickman were going back in time and finally filling in the gaps that were left when the Chronicles were first written.

This book picks up right where Dragons of Autumn Twilight left off, and bridges the gap right up until the first page of Dragons of Winter Night. We follow Raistlin, Sturm, and Caramon (as well as tag-alongs Tas and Tika) to the ruins of Skullcap as they search for the keys to the gates of Thorbardin. The latter half of the book sees Flint accepting his destiny and venturing to recover the legendary Hammer of Kharas.

As one might expect, this book does a good job of foreshadowing events from the second 2 books of the Chronicles. We're given some interesting sights into Flint's aging mind, as well as some of Raistin's confused inner-dialogue. The first half of the book also does a good job of portraying Tika's feelings for Caramon.

At points, I felt as if the book lagged somewhat. Although some chapters do a great job of furthering character development, some of the sidebar storylines seem like a bit of wasted time, and some of the narrative feels more like an AD&D dungeon crawl than a novelization by experienced writers. Above all else, I would have liked to see more substance come out of the trip to Skullcap.

My biggest complaint with this novel is the fact that it was plagued with terrible editing. Hopefully this will be corrected in later editions. At times names are spelled incorrectly, and grammer errors can be found in nearly every chapter.

Although this book had it's flaws, I would still recommend it to anyone who wishes to complete their collection of the core Dragonlance novels, and I look forward to the next two books in this series.

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Selasa, 22 Juli 2014

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Explore the unexplored - enter The Wilds of the Forgotten Realms(R)!

One hundred years ago, the Akanamere was ravaged by the Spellplague, drying the lake and leaving behind a nightmarish landscape of frozen waves, distorted creatures, and a strange being whose song drives listeners to carry out what they believe are the singer's orders. When a genasi girl is kidnapped by these fanatics, her troubled sister must brave the wilds of the Mere-That-Was to save them both from an gruesome fate.

  • Sales Rank: #682289 in Books
  • Brand: Brand: Wizards of the Coast
  • Model: 24028
  • Published on: 2009-05-05
  • Released on: 2009-05-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.88" h x .83" w x 4.20" l, .35 pounds
  • Binding: Mass Market Paperback
  • 320 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

7 of 7 people found the following review helpful.
Good realms novel
By Robert "Dimndbangr" Hicks
The Restless Shore is the second book in the series of stand alone novels called The Wilds. The first book is The Fanged Crown by Jenna Helland and the next ones are The Edge of Chaos by Jak Koke due out in August and Wrath of the Blue Lady by Mel Odom with a release date of December. The Restless Shore is the third realms novel by James P. Davis. The first was Bloodwalk from The Wizards series and the second being The Shield of Weeping Ghosts from The Citadels.

The Main plot of The Restless Shore begins with the main protagonist's sister is kidnapped by a group called The Choir. Ghaelya then begins the search for her sister to rescue her. Later she is introduced to Uthalion and his partner Vaasurri by a half-elf, Brindani, who knows Uthalion in a previous and continued subplot. Other subplots involve Uthalion's past, the mystery surrounding The Choir, and a few others. There are mentions of the Aboleths. I have not read the first book in the Abolethic Sovereignty trilogy and am not sure if those sections detailing the Aboleths were from that book, so I was not familiar with them and had to look them up.

The delivery of TRS is much better than Mr. Davis' previous novels. I was captivated more by this one and was more interested to see how things played out. However, after 3/4 of the way through, I started losing interest. Everything was becoming repetitive. Travel to city ruins, get into trouble, defeat the monsters, and repeat. By the end there just didn't seem to be much closure with some of the subplots. It was as if a couple subplots were chosen to keep the conflict of certain characters just for the sake of development which there was little of that.

The characters were interesting, some more than others. I wish thee was more written about the killoren Vaasurri. I would have liked more of his background as to how he became so wise to the ways of the world with some of the things that were happening to other characters. I did like some of the weakness and faults that Mr. Davis added to a couple of his characters. As for development, aside from Brindani, the others are pretty much the same in the end.

The monsters in this book are a lot different from anything that I have read in other realms novels. Mr. Davis was able to keep a haunting horror type theme throughout this one with Lovecraftian type monsters. I really enjoyed that element of the book. The dream sequences were a bit confusing at times and I believe that Mr. Davis wrote them that way to add on an element of Lovecraft type chaos, thus making translations of the dream more difficult upon awakening.

Some criticisms:

1. Like I said earlier. Some of the subplots just seemed to be there for conflicts sake but with not real resolution. I would have liked to have a more clear cut resolution to some of the subplots.

2. Aside from a couple of characters, there was no real character development.

3. I understand the chaotic nature of dreams, especially in horror fiction, but a couple of times, they were just too chaotic and I had to re-read sections as I became lost and that took away from the flow of the book.

Some positives:

1. The flow and pacing was a lot better even with the few spots were the story bogged down a bit. There is definite improvement with Mr. Davis' writing.

2. This was not a typical realms novel to me. I liked the element of horror fiction that this one displays without having to add in vampires and such. As a fan of H. P. Lovecraft, I enjoyed the Lovecraftian horror theme.

3. The finale was superbly done. It was not an ending that I was expecting and was pleasantly surprised with the way Mr. Davis ended it.

Overall, I did enjoy TRS. I wish that I could give is 3.5 stars as it was a little above average, but still I felt that it fell short of a 4 star rating. If someone were looking to get started with reading realms books, I would recommend others to get started on. I would recommend it to those who enjoy horror fantasy. Also, hardcore realms fans will not miss it to add to their collection. With the improvement of Mr. Davis' writing, I will say that I do look forward to reading his next realms novel set in Waterdeep called Circle of Skulls with a tentative release date in June 2010.

-Dimndbangr

1 of 1 people found the following review helpful.
The King of Spooky Returns!
By Stefan
The Restless Shore is the second in The Wilds series, an open ended series detailing adventures in some of Faerun's untamed lands ravaged by the Spell Plague. If you check out Mr. Davis's previous work, Bloodwalk, and The Shield of Weeping Ghosts you will see why I call him the King of Spooky. His stories have a deliciously eerie feel to them that keep you glancing over your shoulder and looking under the bed before you go to sleep.

The central plot of the book is a small group journeying to Tohrepur, a city in the Splellplague changed Akanul, in search of a kidnapped girl, all the while being pursued by the relentless Choir. Two of the characters suffer from past experiences in this region that still torment them. This keeps the reader plowing through to find out what happened to them and how they will end up. There are nightmareish creatures, deadly battles, and characters that you are not sure can be trusted. All of this combined with a nightmare landscape that seems bent on destroying them.

One of the best things about this book was the pervasive feeling of dread the characters experienced. They are hounded by horrible creatures, their past, and the very landscape itself can prove fatal. It adds a certain gravity to the story that made it hard to put down.

Hats off to Mr. Davis for another excellent addition to the Forgotten Realms. I highly recommend this book to anyone who enjoys a good nightmare.

0 of 0 people found the following review helpful.
The Restless Shore by James P. Davis
By Travis Eisenbrandt
The Restless Shore by James P. Davis- This is the second book in The Wilds series of stand-alone novels set in the Forgotten Realms universe. The first novel is The Fanged Crown by Jenna Helland, the third novel is Edge of Chaos by Jak Koke, and Wrath of the Blue Lady by Mel Odom is the last. James P. Davis has written a few other novels, all set within the Forgotten Realms. They are Bloodwalk, The Shield of Weeping Ghosts, Circle of Skulls (Due out in May 2009), and has written a short story entitled "Possessions" which is found in Realms of The Dragons II anthology.

The story follows a woman on the hunt to find her kidnapped twin sister. A group of creatures called The Choir came and kidnapped the sister. Ghaelya, a genasi (which is a cross between a human and an elemental genie), is the woman in search of her sister. She comes across a half-elf named Brindani, who tells her that he knows someone that could help her find and save her sister. This man is named Uthalion, a former captain of a military force called The Keepers of the Cerulean Sign, who knows the surrounding lands well. Along with Uthalion, a killoren (which I have yet to know what they are) named Vaasurri comes along and helps the hunt. The group has to cross dangerous plagueland (caused by the "blue-fire" of the Spell Plague, which corrupted land and creatures with it's touch), deal with personal problems, and are constantly hounded by wolf-like creatures called Dreamers and their masters, The Choir. Will Ghaelya find and save her sister?

Negatives:
1) Pacing. It's terribly slow. So slow that at times I just felt bored when reading. It seemed that nothing really helped in "picking up" the pace. The fight scenes seemed to last too long, the descriptions felt like they lasted forever, and the dialogue just felt slow and clunky. For what the story is supposed to be about hurrying to find someone, you would expect it to be fast and exciting.
2) Dialogue. The conversation between characters really felt forced. It didn't help that everything seemed to be overly serious and important. I never really felt any sort of connection between the characters, except for the ones that had to be explained. They just felt like a bunch of random people coming together to do something. Not to mention that the dialogue at times didn't seem to fit the actions that were going on.
3) Past/ Present/ Dream-lines Blurred. Only in the beginning you know when one thing happened and there was an acknowledgment of the past and present. However, the rest of the story is an confusing mess. The man characters of Ghaelya, Uthalion, and Brindani always seem to dream at some random points and it really blurred the line between reality and dreams. I know what you are thinking, maybe it's meant to be that way, and I wholeheartedly agree. However, this was just done poorly. There never was a solid transition between these "scenes." They just appeared. For example, the group was walking and suddenly Ghaelya is dreaming. I should mention that it isn't day-dreaming. It really just confused me as why suddenly Ghaelya is hearing her sister's voice and seeing these red flowers when they are in some abandoned farmstead. It was just sloppy.

Positives:
1) Ghaelya and Brindani. These were the only really interesting characters. Ghaelya with her utter determination to find and rescue her obviously dead sister. She never really takes no for an answer. Her determination and gritty attitude really set her part from Uthalion's bland, generic-ness and Vaasurri's ability to just be there. However, toward the end, she becomes weaker, for lack of a better term. But, I can attribute this to the felt that she starts believing her sister is gone.Then you have Brindani. At first glance you see a generic boring soldier who doesn't seem to be any more interesting as Uthalion. However it's slowly revealed that there is a deep, disturbing nature to him. I can't give what makes him interesting away without ruining it. Needless to say, Brindani becomes more and more interesting as the story progresses.
2) Dreams. Now I know a negative I mentioned is the line between reality and dreams are really blurred. But that doesn't take away the utter awesomeness of them. They really do have the dream-like feel to them. They are just so well down and creepy at times that you just can't help to be a little frightened or freaked out. The best one is one that Ghaelya has when she is in the abandoned farmstead. Utterly brillant and creepy. However, later one they get buried in confusion and just a lack of imagination. But just the one dream sequence is worth a positive.
3) Descriptions. Yet again, I know I mentioned that the descriptions felt to long and drug down the pacing and flow, however, because of the long winded descriptions, they are very vivid. The Choir for example are just described to make them utterly creepy and alien. The surrounding area, the wilds, and other creatures are the same way. So alien yet written in a way to almost picture the foreignness of these things. I say almost because somethings, mostly the Dreamer's, don't have a good description. But on the whole, James P. Davis does do a great job at describing things.

Side Notes:
1) Genasi/ Killoren. I've read a few stories that involved genasi, and I thought that they could only be one elemental type. Yet Ghaelya's birth element (I guess I'll call it that) is fire, yet later she became a water genasi. I didn't think that made much sense, seeing as it's basically a total change of oneself, almost like an elf turning into a half-elf. Yet research has proved that genasi can master two elements. It just confused me. Then you have the killoren. What exactly are they? There wasn't any real background given and I'm unable to find anything about them.
2) Horror Fantasy? After reading this, it occurred to me that this is a really dark story. It's feels like it's bordering on horror.
3) Cover Art. It's interesting, to say the least. The floating mountains sure catch the eye but other than that it's a little to dark and bland.

Overall: 3/5
Final Thoughts:
This story barely makes a 3 out of 5. The pacing is just to slow and it left me with the feeling of not wanting to read it. Like I mentioned, for a "chase" story, it's too slow when it should be fast paced. The dialogue is overly serious, which would be okay if it flowed well, it didn't. The characters, for the most part, are bland and plain. With the exception of Ghaelya and Brindani, the characters are run of the mill. Even those two slowly become more and more plain as we reach the ending. However, most of the early dream sequences are just amazingly disturbing. While the descriptions may case the story to drag on, they really do help in painting a wonderful picture.

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