Kamis, 30 Oktober 2014

? Ebook Free Sucks to Be Me: The All-True Confessions of Mina Hamilton, Teen Vampire (maybe), by Kimberly Pauley

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Sucks to Be Me: The All-True Confessions of Mina Hamilton, Teen Vampire (maybe), by Kimberly Pauley

Mina Hamilton's parents want her dead. (Or undead to be precise.) They're vampires, and like it or not, Mina must decide whether to become a vampire herself. But Mina's more interested in hanging out with best friend Serena and trying to catch the eye of the too-hot-for-high-school Nathan Able than in the vampire training classes she's being forced to take. How's a girl supposed to find the perfect prom date and pass third-year French when her mom and dad are breathing down her neck--literally?

  • Sales Rank: #885559 in Books
  • Brand: Mirrorstone Spotlights
  • Published on: 2009-08-11
  • Released on: 2009-08-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.28" h x .80" w x 5.31" l, .60 pounds
  • Binding: Paperback
  • 304 pages

From Booklist
Most high-school juniors face big questions about their futures, but few ask the question posed to 16-year-old Mina: should she stay human or should she become a vampire, like her parents? In this breezy, often uproarious debut novel, Pauley follows Mina through her decision-making process, which includes classes about vampire history and culture and field trips with her eccentric uncle Mortie, the first vampire in the family. The juxtaposition between Mina’s normal, human high-school existence and “vampire camp” creates hilarious contrasts, all narrated in Mina’s wisecracking, authentic teen voice. Mina’s frequent lists, such as “Why It Sucks to Have Parents Who Are Vampires” and IM exchanges between Mina and her best friend, add to the pitch-perfect humor. A chirpy cheerleader considering the vampire life and a cast of handsome romantic prospects round out the appealing supporting cast. Readers will race through this lighthearted debut, filled with vampire lore, to discover Mina’s final decision, and they might recognize Mina’s larger struggle to move between very different cultural worlds. Grades 7-10. --Gillian Engberg

About the Author
Kimberly Pauley loves a good book she can sink her teeth into. As her alter-ego, the Young Adult Books Goddess of yabookscentral.com, she has devoured more books than she can count. This is her first novel.


From the Hardcover edition.

Most helpful customer reviews

12 of 13 people found the following review helpful.
Didn't Suck at All!
By Rachael Stein
At the end of Mina Hamilton's junior year in high school, she is faced with the biggest decision of her life: whether or not to become a vampire. To make it worse, the only guidance she has comes from her slightly crazy uncle Mortie and a vampire class taught by good old Grandma Wolfington (okay, her real name is Ms. Riley) that Mina is forced to take. And just because she is named after a character from Bram Stoker's Dracula doesn't make this enormous decision any easier.

This novel opens with an allusion to Stephenie Meyer, queen of all vampire novels, so I knew that Sucks to Be Me would be a fantastic read, which it was. Sucks to Be Me was a truly witty and original debut novel that I completely enjoyed. It was filled with many laugh-out-loud funny moments from the beginning to end and very rarely was repetitive. In a way, Kimberly Pauley's funny writing reminded me of Shakespeare's comedies, because they both used comedy to mask important themes. I also really liked how each chapter started out with a myth and fact of vampires, especially because Mina usually inserted a sarcastic comment. Mina's character is very lovable, and it was fun to read along as Mina dealt with her confusion regarding the vampire and boy issues in her life.

Anyone who is looking for a lighthearted and witty read should definitely check out Sucks to be Me in September when it hits shelves. I was very impressed with Kimberly Pauley's debut novel, and I hope she plans to turn Sucks to Be Me into a series or at least write another fantastic and witty novel in the near future.

6 of 6 people found the following review helpful.
Great Vamp Book
By Carolina
So, you think your life sucks? Try being Mina Hamilton. Her parents are vampires, which would sound cool if they weren't so bo-ring and parent-like. And now Mina has to decide whether or not she wants to be one too...in a month. As if high school wasn't bad enough, now she's got to go to vampire classes with a bunch of freaks who actually want to drink blood (Gross! As if sushi wasn't bad enough.). And she can't even tell her best friend about any of it, not with a bunch of red-tape-loving vampire bureaucrats breathing down her neck. How's a girl supposed to find a prom date and get through school with all this blood-sucking drama going on?

You are sucked into this book from page one. Mina's voice is original, funny and truly engaging. She felt real and seemed like a teenage girl you might know.The little facts and truth about some vampire myths over each chapter were pure genius and each myth had something to do with that chapter. The book made you laugh a lot and the spin added to this vampire book was great. Pauley writes like an experienced author and I had trouble believing that this was her debut novel. The plot was great and fun to read. This was a fast read that had you laughing at every page. The romance, humor,normal teenage problems, and vampires incorporated into this book makes Sucks to be Me a perfect summer read that everyone should read.
-Carol
[...]

5 of 5 people found the following review helpful.
Life changing experience
By Dixie McCarty
Mina has a life changing or is that death changing decision to make. This comes on top of deciding what to wear, the cute boy in her class, who will she go to prom with, and dealing with her weird uncle.

Besides being a fun read written in a quirky manner Sucks to be Me goes hand in hand with the major decisions that high school student make every year. Who they date, grades, what to major in at the college they choose, all are life changing decisions.

This would be an excellent book to use in a classroom in middle or high school. With so many possible scenarios of decision making it would get students thinking about what they do today and how it affects the future.

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Sabtu, 25 Oktober 2014

** Download Dragons of a Lost Star (The War of Souls, Volume II), by Margaret Weis, Tracy Hickman

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Dragons of a Lost Star (The War of Souls, Volume II), by Margaret Weis, Tracy Hickman

A mysterious force holds Krynn in thrall. A young woman, protected by her regiment of dark-armored knights, calls upon the might of an unknown god to bring victory to her army as it sweeps across the land. The souls of the dead rob the living of their magic. A dragon overlord threatens the very land the elves hold most dear.

Amidst the chaos, a band of brave and selfless heroes struggles against an immortal power that appears to thwart them at every turn. The encroaching darkness threatens to engulf all hope, all faith, all light.

The War of Souls rages on.

The New York Times bestselling hardcover now in paperback.

This latest title from Dragonlance cocreators Margaret Weis and Tracy Hickman is the sequel to the New York Times bestselling Dragons of a Fallen Sun. This paperback version contains a preview chapter from the upcoming conclusion to the trilogy, Dragons of a Vanished Moon.

  • Sales Rank: #364470 in Books
  • Brand: Dragonlance - Novels Softcovers WOTC
  • Published on: 2002-03
  • Released on: 2002-03-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.85" h x 1.50" w x 4.15" l,
  • Binding: Mass Market Paperback
  • 560 pages
Features
  • Great product!

Amazon.com Review
Dragonlance's dynamic duo--the inimitable Margaret Weis and Tracy Hickman--continues to do no wrong, reviving the once-ailing world of Krynn with yet another solid book, the second in their War of Souls series. Which is not to say, of course, that Krynn itself is doing well. Far from it: as you might remember from the trilogy's debut, Dragons of a Fallen Sun, creepy Joan-of-Arc-type Mina is spreading the influence of her One God even further over the previously godless land. To top that off, the cursed magical shield protecting the Silvanesti crumbled with the death of the great green Cyan Bloodbane (who had been masquerading as an elf), and the hated Beryl has made a move on the Citadel of Light and the lands of the Qualinesti. And just in case you didn't read Fallen Sun, Weis and Hickman take great pains to bring you up to speed in the first chapter.

What follows in Dragons of a Lost Star is the satisfying resolution to most of these threads, although--like it or not--that means a lot of interplay among the elves. But a literally earth-shattering finale with Beryl in Qualinost amply makes up for it, and that's just the appetizer for the main dish: the true identity of Mina's mysterious One God is revealed at last. Throw in some typical Tas antics for good measure (you've got to love that Device of Time Journeying), and you can count on being left antsy for this trilogy's concluding installment. --Paul Hughes

Review
"Margaret Weis and Tracy Hickman have done it again".

-- Bookreproter.com

From the Back Cover
The people of Krynn have known war in past ages. Some are still alive who remember the triumph of good at the conclusion of the War of the Lance. Still more remember the devastation of the Chaos War, which ended the Fourth Age of the world.

But now a new war is about to begin, more terrible than any have known. This war is one for the very heart and soul of the world itself.

Most helpful customer reviews

9 of 9 people found the following review helpful.
Very good book, much better than the first in the series
By M. from Indy
I thought this book was actually very good, and for me that was a surprise, because after what they and Rabe did to Dragonlance, it just doesn't look all that interesting anymore, y'know? Taking away magic?! I mean, what's left? You gotta have that. And after reading reviews for some of the "filler" books that they were throwing out for the Dragonlance series, I gave up for a few years.
But with this book, and it's predecessor, they've dug (or I should say, "are still digging") their way out of the trenches. The first one set the tone, (a grimmer, darker book then they have written in the Legends or the Chronicles) and this one fit smoothly into place, continuing exactly where the other one stops, at a point of certain doom.
When I first read this book, I was literally shocked. I mean, yeah, they have death and destruction in all Dragonlance books, but in Lost Star, boy, they really wipe Krynn clean. You'll see when you read it (FOOL, GO READ IT NOW!! :)
One of the bad things about this book, I saw in a previous review and I totally agree: it keeps you wanting a LOT more. After every chapter ends, you HAVE to keep reading or else you're going to go insane; you'll literally snap. You'll also find yourself yelling at people to stop make noise so you can just finish your darn book. The ultimate evil of this book, however, is the end, where you're left just cringing, NEEDING to know what happens next, because it's such a dramatic point (dramatic but unfortunately not resolved). And that's why this is different from the Chronicles. Those were the best, because if you bought one book and read it, it's complete in itself. There's insanely good writing, a climax, and then a good resolution of the events.
This book, unfortunately, doesn't have that and that's the reason for the 4 stars and not 5. It's a good book, don't get me wrong, but it, of course, can't have the glory of the first set.
Some of the "secrets" of the book are pointedly obvious, and that's a shame. They really could have done a lot better. But, still, it's not finished and they have their reasons, I'm sure.
This book is very, very short. The type of suspense just forces you to keep reading. I read it and I wished I hadn't, God, I wished I hadn't, cause at that point, I would've had to wait more than a year for the next one. But, time is slowly creeping toward April....every so slowly......
You'll find the book finished in just a couple of days. But, don't worry, if you read , it'll be a good couple of days.

9 of 9 people found the following review helpful.
Hmm.... definitely, this is more than I was expecting.
By Alexiel
If you read my review of "Dragons of a Fallen Sun" you know what I thought was lacking in it: a bit sparse on plot and weak characters you couldn't identify with.
I am pleased to admit that "Dragons of a Lost Star" has thoroughly exceeded my expectations. Not only are the old characters (Tas, Goldmoon) written better in this book (In Fallen Sun, they seemed strangely unlikeable) the new characters, like Mina and Silvanoshei become more fleshed out and appealing (though not Gilthas. I fear poor Gilthas is doomed to remain a static character for the rest of eternity).
Without giving away any spoilers (when people give away spoilers in Amazon.com reviews it just irritates me like all hell) I thought the scenes with Mina, her followers, and the One-God were done much better than in the first book. In the first book, the only event that provided any dynamic was her meeting with Mirror. In this book, the reader sees more than simpy "Ah Mina! I worship you and the One-God!" To cut it short, it's less religious-fanaticism-by-the-numbers than the first book.
We get to see more about Tasslehoff and Goldmoon, and Goldmoon's big secret and mystery, which I was expecting to be a letdown, was rather interesting, if not entirely original.
But for those of you who seek action, the wars with the elves are good... but not Hickman-Weis great in my opinion. Beryl and Qualinost does not measure up to, say, The Attack on Neraka in Spring Dawning, or the High Clerist Tower's Final Stand in Summer Flame. But it does nicely change the pace of the book from early on. The real strength of this book lies with Mina, Tasslehoff, Goldmoon, Silvanoshei... and a few others who I may not name.
If you're still doubting whether you should read this book, I have one more thing to remind you of:
What about Dalamar?

18 of 22 people found the following review helpful.
no longer lost
By Skippertan
Not since the days of the Chronicles and Legends have i enjoyed reading so much. Dragons of a Lost Star is incredible! And while I had my doubts after reading the first War of Souls novel, Dragons of a Fallen Sun, rest assured fellow readers, all is right in the world of Krynn. Finally, the one God's identity is revealed! And you will kick yourselves because the answer is so obvious with all the elven wars. Qualinost under attack by the great Beryl! Once the one god is unmasked the pieces of this great and wonderful puzzle begin to fall into place. take note of the man aboard the Gull Wing, he's got alot of making up to do! do yourself a favor and run to buy this book. I promise, you wil not regret for one moment. the return of Dalamar! the secret behind the dead walking again! it's going to be a long year awaiting dragons of a Vanished Moon...

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Rabu, 22 Oktober 2014

## Ebook Magic: The Gathering - Champions Of Kamigawa Theme Deck, by Wizards of the Coast

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Target Audience Demographic detail *Males, age 12-24 Psychographic detail *Advanced and expert-level Magic players *Are competitive *Shop at Hobby and Comic stores *Enjoy using computers Key Selling Points 1. Champions of Kamigawa will be set in an exotic new location in the Multiverse and will introduce an exciting new storyline, striking creatures, and innnovative game mechanics. 2. A new tournament cycle begins with the release of the this Large Expansion, and experienced plaers will want to remain on the cutting edge by adding new cards to their collections. 3. Features 306 black-bordered cards, available in standard and premium versions. Marketing Support Print Advertising between the months of Aug-Nov *Magazines include: Comics and Game Retailer, Card Trade, Specialty Toys, Inquest, Scrye, Game Trade, Mage, DC Comics, PC Gamer, Game Informer, and GMR Internet Advertising between the months of Oct-Nov *Sites include: battle.net, allakahzam, gamespot, gamespy, UGO, gameFAQs, gamepro, pojo, brainburst, mtgplanet, mtgzone, magiclore Sneak Previews *Pro Tour Seattle in Jul *GenCon Indy in Aug *Magazine inserts in Inquest and Scrye magazines in Aug In store merchandising program beginning mid Aug *Materials include: sell sheet, lanyard with key selling points, poster, window cling, dangler/mobile, laminated playmat Magicthegathering.com coverage during the months of Sep-Oct *A standalone website based on the Expansion to create awareness of the unique new environment and characters for purpose of building up the Magic IP *Extensive teaser content such as images, and character info well before the prerelease to begin hype for the set. *Mechanical teaser content in the forms of prerelease articles that tease the new cards of the set *New enhanced product page to support more flavor and IP building for the expanison *Additional promotional web features TBD Worldwide prerelease tournaments *18 Sep 2004, Sat 61 Cards per theme deck, 12 theme decks per deck display

  • Sales Rank: #6935385 in Books
  • Published on: 2004-10-12
  • Binding: Game

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Selasa, 21 Oktober 2014

> Fee Download Dungeons & Dragons Dice with Cloth Dice Bag (Dungeons & Dragons Accessory), by Wizards Team

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Your Fate Is in Your Hands

Pick up your dice, grab your Player’s Handbook, and embark on daring adventures. This accessory for the D&D game will help you decide your fate as you battle fearsome monsters, explore ancient ruins, and discover magnificent treasure.

Contains a complete set of dice for use in the Dungeons & Dragons game:

One 4-sided die
Four 6-sided dice
One 8-sided die
One 10-sided die
One percentile die
One 12-sided die
One 20-sided die

Also includes a cloth dice bag with an embroidered D&D logo.

  • Sales Rank: #2980949 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Dungeon
  • Published on: 2004-08-01
  • Released on: 2004-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.80" h x 1.12" w x 6.06" l, .20 pounds
  • Binding: Misc. Supplies

Most helpful customer reviews

51 of 54 people found the following review helpful.
It is what it is
By Adam W. Francis
This is the 30th Anniversary of Dungeons and Dragons collector set of dice. It contains 1d4(black), 4d6(red), 1d8(blue), 1d10(green), 1d12(yellow), 1d20(orange), and one percentile(purple). I prefer my dice to be put into sets of one color or style, so that I can easily and quickly hand out a complete set to each player. However, they are good quality dice, and will work well for any player. This set also comes with a dice bag. The bag is black with red trim and has the D&D logo embroidered in red on it. The bag is small, won't fit more in it than the dice it comes with. If you're a player who needs his/her own set, or a dm who would like an extra set to hand out to a player at your next game, this works. However, you can probably get just as good of a set for cheaper at your local gaming store.

16 of 17 people found the following review helpful.
You're better off with getting another basic game
By A Customer
If you need some more dice, you could get the basic game off of amazon for 16 dollars. You get the same set of dice, along with 16 minitures. You get some Kobalds, and some Orcs and Skeletons. 6 more dollars for 16 more miniutes sounds like a good deal to me.

18 of 21 people found the following review helpful.
Stephen Colbert Might Not Use 'Em, But You Can.
By John Fast
Stephen Colbert may have declared polyhedral dice obsolete, but we know better. ;-D These dice are a standard set -- d4, d6, d8, d10, d12, d20, and another d10 for percentile rolls. The bag is very nice -- well-made and with a fancy logo. The dice themselves are somewhat of a disappointment, since they are bright, almost childish pastel colors instead of something more elegant, but there's a sensible reason: novice players can quickly identify the dice by color, instead of trying to tell the difference between (say) a d8 and a d10.

See all 20 customer reviews...

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Senin, 20 Oktober 2014

~ PDF Ebook City of Splendors: Waterdeep (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Eric L. Boyd

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City of Splendors: Waterdeep (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Eric L. Boyd

The first in-depth look at Waterdeep, the shining jewel of the Forgotten Realms setting, in many years.

City of Splendors: Waterdeep offers an in-depth examination of the great
city of Waterdeep in the Forgotten Realms setting. An overview of the
city includes history, a who’s who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers non-player characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more.

ERIC BOYD is a software developer who has written extensively about the Forgotten Realms setting for Wizards of the Coast, Inc. His most recent credits include Lost Empires of Faerûn™, Faiths & Pantheons™, Races of Faerûn™, and Serpent Kingdoms™.

  • Sales Rank: #349599 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-06-27
  • Released on: 2005-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .60" w x 8.30" l, 1.50 pounds
  • Binding: Hardcover
  • 160 pages
Features
  • Used Book in Good Condition

About the Author
ERIC BOYD is a software developer who has written extensively about the Forgotten Realms setting for Wizards of the Coast, Inc. His most recent credits include Lost Empires of Faerûn™, Faiths & Pantheons™, Races of Faerûn™, and Serpent Kingdoms™.

Most helpful customer reviews

30 of 32 people found the following review helpful.
THE BEST CITY JUST GOT BETTER!
By Tim Janson
After more than fifteen years, gamers in the Forgotten Realms campaign are finally getting a new and updated version of the campaign's most famous and notorious city, Waterdeep. The Forgotten Realms has always been my favorite campaign to adventure in and run. It is supported by dozens of supplements as well as dozens of novels set within the realms. No campaign the kind of source material that the Forgotten Realms can. In this new, 160 page hardcover by Eric Boyd, the City of Splendors gets a makeover to update it to the current system and provide greater depth and detail than the original supplement.

Boyd provides a thorough history of the city and provides background information on major characters, rulers, laws, trade and much more. There are literally hundreds of organizations and guilds operating within the city, and many of them are outline in the book which includes the guild type, alignments of members, dues, salary, class requirements, and leadership. The same elements are also provided for all of the various churches and temples found within Waterdeep. Then there are a wide array of ruffian and rogue gangs such as the Black Boar Tribe, a group of fighters and barbarians who run protection rackets in the Dock Ward and the Shadow Thieves who were banded long ago but are now re-emerging as a threat. In addition, Boyd provides information on noble houses that includes their histories, key members, and plots and intrigues which can be starting points for adventures for player characters.

Four new prestige classes are included and unique to Waterdeep: The Knights of the Blue Moon, Moonstar Agents, Sun Soul Monks, and the Gray Hand Enforcers. The latter is the most intriguing, being they are basically the shock troops of the Lords of Waterdeep. Enormously powerful, non-evil aligned fighters who gain attack bonuses and resistance to damage and spells. People tend to get out of the way of these guys as they have a reputation for causing a great deal of collateral damage when dealing with a threat.

Boyd covers each of the 6 main districts of Waterdeep which are referred to as "wards". Each ward has a corresponding map and legend which details some of the more important buildings to be found but much is left for the DM to fill in as he or she best sees fit. Each of the buildings has a class rating which designates it's size and scope. Besides the main 6 wards information is provided on the notorious haven for smugglers known as Skullport.

While Waterdeep works as a great city it also works as a great dungeon as there are many different dungeons that can be explored from inside of the city including the Dungeons of the Crpyt built by the vampire Artor Morlin, The Cliff Watch Ruins, Citadel of the Bloody Hand, and many more. The Sewers of Waterdeep are vast and connect many of these dungeons and crypts and a full map of the sewers is included. Along with the noting the tunnels which connect to these other areas, a random encounter table is available to the DM. The most famous dungeon in Waterdeep and in all the Forgotten Realms can be found here, too. The Ruins of Undermountain were covered exhaustively more than ten years ago with two outstanding boxed sets. Hopefully WOC will do an update on that as well but if not, try and find those on the secondary market. Boyd does give some details on the Underhalls but refers to these products as the primary source or for the DM to create his own dungeon if these cannot be located.

The Waterdeep sourcebook features 9 new monsters, a half dozen new feats, over three dozen new magic items including new artifacts, and a couple of dozen new spells. The full color illustrations throughout the book are all uniformly good and it's the kind of quality book you expect from Wizards of the Coast. My only complaint is that I wish they had included a fold out map of Waterdeep. The Maps of the various wards are all on separate pages and kind of small. A pull-out map would have been a great extra perk. As it is Waterdeep is a great update on a classic Forgotten Realms city.

Reviewed by Tim Janson

19 of 22 people found the following review helpful.
A decent disappointment
By D. C. Hess
I have played forgetton realms but over a decade and I have always loved Waterdeep as a campaign setting. Given that, I was very excited to hear about a 3.5e revision of the city of splendors. However, when I got the book I was very disappointed to find that it did not come with a pull out map. That was one of the greatest appeals of 2e TSR products, they always had such large beautiful maps. This edition only included a split up map mixed among the pages of the book.

Like the reviewers have mentioned it doesn't have much info on Undermountain if that is your interest. Although the Wotc website does have an undermountain article that works perfectly with this book. What this book DOES offer is a great new taste of recent events as well as a fairly revolutionary guild system including magical colleges. The book does not contain very detailed descriptions of the locales in waterdeep. For that, I'd recommend the 2e Volo's Guide to Waterdeep.

This book is most useful for combining with and/or updating existing 2e products. For much more detailed and useful content on the subject of waterdeep, you should really get your money's worth with some .pdf downloads of the old 2e waterdeep products like Volo's Guide to Waterdeep, City of Splendors box set, and Ruins of Undermountain. Overall the book is a decent addition but not wonderful enough on its own for five stars.

5 of 5 people found the following review helpful.
Delightful Book
By Robert J Defendi
Wizards of the Coast has released a book concentrating on Waterdeep, the ultimate adventuring city in the Forgotten Realms. And why not? The city is one of the most beloved locations in the gaming world, finding its only real competition in the City of Greyhawk. Plus, if RPGNOW stats are any indication, there's good money in a well-done city book.

So does Waterdeep hold up?

I wish I could say no, at least this review would be funnier, but I enjoyed it quite a bit. There's a wealth of material in this book and you get the feeling that it just scratches the surface. In fact, I think the only complaint most readers will have is the low page count (at 160). There just isn't enough room in this book for everything that one might find in Waterdeep.

Still, the material is interesting and the author (Eric L. Boyd) has a delicate hand for how much is just right. I didn't feel like he rambled on too long and for the most part I felt like he gave me enough to build a game in the City of Splendors. Heck, I could probably build a whole campaign there, using just this book.

Chapter One begins with an interesting history of the city. This chapter actually captured my attention (whereas usually histories are just text you have to get through). It's hard to point out exactly why this appealed to me, but I think that it has to do with the many iterations of settlement the city passed through before becoming the place we all know and love. It took me back to certain real world histories I've read, and where an author's usual instinct is to say, "The city was founded in ," Waterdeep has lived under different names, guises and rulers over the years. It just felt . . . rich.

The book then moves on to a brief who's who and then a treatise on laws and culture. It then tackles all the ways to get to and from the city . . . including teleportation. It was refreshing to have a high fantasy world deal with an issue that almost everyone ignores . . . how the casual use of magic could kill people in the streets. Finally, the book tackles the defenses of the city, both magical and mundane.

Chapter Two deals with People of Waterdeep (I'm not sure why the Who's Who wasn't here.) This chapter is long an complex, taking about a third of the book. In it they cover everything from guilds to monsters to the underworld to secret societies to the nobility and much much more. This is where the book really sold me, the level of detail just enough to fill me with the maximum number of colorful characters while giving me just enough information to run them properly in the game. As a game designer, I can only say this chapter must have taken five times as long to write as the rest of the book put together (characters can take forever, even when many of them aren't statted). I can only tip my hat at Mr. Boyd for not losing sight of the prize and becoming sloppy. Still, I think there are too many dragons detailed for a city with a ward against dragons.

Chapter Three handles presitge classes. You know what? I'm gonna give the book a pass on this one (and it's not the same pass I gave DMG II). This book needed prestige classes, and while I thought that four was probably a bit excessive, this is the perfect use of the game mechanic: defining a particular organization and their unique and often mystical abilities. The Gray Hand Enforcer, for instance, can tap into the dragonward of the city, accessing its power. I don't mind using a prestige class to simulate this.

Chapter Four is the obligatory sites-of-the-city chapter. I don't have much to say about this. It got the job done.

Chapter Five is a section on adventure opportunities in Waterdeep. This section contains everything from single encounters (a disturbing amount of haunted locales) to mini-adventures, to a small section on Undermountain. I think that a DM could build a good campaign, starting with this chapter.

The final chapter covers more rules-oriented materials. Starting with feats, it then covers magic items, poisons and a section on spells. The section on spells is mercifully short, and I can't begrudge it. People in Waterdeep will make spells. This, like the Prestige Classes, is a much better place for new material like this than 90% of the books WotC produces.

I do have to give one qualification on this review. I haven't done more than skim most of the past material on Waterdeep, so I don't know how much of this book is recycled materials. Still, I found what was here to be interesting, useful and well presented. This is one of the better books WotC has produced since 3.5 released. If you adventure in the Realms, it's probably a must-have.

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Minggu, 19 Oktober 2014

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Elminster Enraged: The Sage of Shadowdale, Book III, by Ed Greenwood

Commanded by the vestige of Mystra to work together, Manshoon and Elminster engage instead in a ferocious battle that sends the Sage plummeting into the Underdark as a cloud of ashes. Elminster soon inhabits the body of a fallen dark elf, so that he can begin carrying out Mystra's orders to rally Cormyr's Wizards of War, seek blueflame items to mend immense rifts throughout the realms that are releasing deadly monsters, and prevent the ancient Primordials from rising and unleashing their rage. But his sworn archenemy, Manshoon, has plans as well: to conquer Cormyr and be the new Emperor, and hunt down the Sage's clones. The battles are fierce, the stakes have never been higher, and the fate of Cormyr is on the line. Meanwhile, War Wizards are being mysteriously assassinated . . .

  • Sales Rank: #449921 in Books
  • Published on: 2013-05-07
  • Released on: 2013-05-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.85" h x 1.04" w x 4.09" l, .42 pounds
  • Binding: Mass Market Paperback
  • 400 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.

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13 of 14 people found the following review helpful.
Honestly, I expected more
By J.D.
As the final book in this trilogy, I expected a lot more. The writing was very loose, and multiple minor plot lines bounced around rather aimlessly until they all sort of fell together at the end. It's really not Greenwood's best novel. As another reviewer stated, it was much more of a "clean-up" intended to get certain things set up for the launch of 5th Edition Forgotten Realms.

Unfortunately, very little is actually explained. Nothing new is learned about what happened to the goddess Mystra. Nothing new is revealed about the past they've had to suffer through without her. Even the blueflame magic items (artifacts?) aren't really expanded upon at all. We don't even really get any details about what the Simbul was doing, why it was so important to Mystra, or how (or even if) it had any kind of impact on Mystra. In general, I get that the Simbul was repairing rifts. But why would a fallen goddess want to expend the energy of her last remaining followers on this? Was it important to the Weave? Why did these rifts form in the first place? And if they were dumping out that many demons over the past 100+ years, why haven't the Realms been overrun? No answers, sadly.

The major villain, Manshoon, loses focus for much of the book. Interesting characters like Amarune and Arclath are totally glossed over and do nothing. Instead, there's an exceedingly clunky and lengthy diversion into the Underdark, which ultimately seemed rather pointless except to reunite Elminster with the other characters. That would have been fine, had anything meaningful or interesting happened along the way. The subplot involving the Shades of Netheril also might have been interesting if something had been said about magic changing or expanding, creating new and incredibly dangerous possibilities, or something/anything along those lines. Instead, it was presented as a rather random criminal activity, perpetrated on a distant and isolated prison.

The "wacky and bumbling cops" comedy wore thin very quickly. Is every guard in Cormyr ineffective and clumsy? The same was true for the portrayal of nobles. Yes, many nobles can be arrogant and self-serving at times, but when this is true ALL the time and no shred of intelligence is ever observed you have to wonder why the kingdom is even standing. Sadly, it gave the strong impression that without Elminster, Vangerdahast, Storm, and a few other immortal heroes, everything would quickly and immediately erupt into total chaos. The "superheroes" of Faerun were something that many people found problematic with 3rd edition, and it seems that they're back in force. And because every Cormyrean guard is a total bumbler, the Harpers are also back.

Elminster's transformation at the end of the book essentially turns him into the biggest (and quite literal) deus ex machina I've ever seen. I'm really disappointed with this novel on many levels. The overall read was jumbled and not all that interesting, and filled with blatant, excessive clichés. Not recommended.

7 of 8 people found the following review helpful.
Not a very tidy resolution
By Scott
Perfectly fine book, but there are tons of loose ends just left out there. The book series seems to be aimed more at clearing up the mess the setting has been left in than at telling a compelling story. I expect more answers and clarity from an Elminster book. I'm left with the same feeling as the 80s Transformers movie - the book kills off major characters to set up interest in new products. That said, the book was entertaining, just unsatisfying.

2 of 2 people found the following review helpful.
Fun but disappointing in the end.
By Christopher
A fun Romp, but it did little more than to Make Elminster the same as he was in in the prior Forgotten Realms era. No real growth in any of the characters. It is basicly Ed Greenwood porting all of his favorite characters into the new Forgotten Realms with as little change as possible and as many new Realmsian curse words as his spellcheck could handle . After doing this for the last four books, the lack of resolution and growth disappoints.

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# Fee Download The Darksteel Eye (Magic the Gathering: Mirrodin Cycle, Book 2), by Jess Lebow

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The Darksteel Eye (Magic the Gathering: Mirrodin Cycle, Book 2), by Jess Lebow

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The Darksteel Eye (Magic the Gathering: Mirrodin Cycle, Book 2), by Jess Lebow

The next title in a series that opens up a strange new area of the Magic: The Gathering world. The Darksteel Eye continues a series that explores a new and mysterious world in the Magic: The Gathering setting.

  • Sales Rank: #996680 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-01-01
  • Released on: 2003-12-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.89" h x .89" w x 4.21" l,
  • Binding: Mass Market Paperback
  • 320 pages
Features
  • Great product!

About the Author
Jess Lebow edited numerous novels, short stories, and the Magic anthologies The Colors of Magic, The Myths of Magic, and The Secrets of Magic. He has contributed several short stories to various anthologies and is the author of the Legend of the Five Rings novel Wind of War.

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0 of 0 people found the following review helpful.
Zero the Hero's Review
By A Customer
The Darksteel Eye

Jess Lebow

ISBN 0-7869-3140-X

Imagine a peaceful world where the flowers bloom magically and cute little animals prance about freely in harmony. Now take this world, turn it upside down, add lots of metal, mix in a few grotesque zombies, and massive armies of blue squid soldiers. This messed up world is where Glissa lives.

Glissa, a young viridian elf, has been torn away from her family and friends. Together, with the help of her companions Bosh, the Iron Golem, the Goblin Tinkerer, and Slobad, they seek revenge on the creature that destroyed Glissa's life. They encounter many obstacles on their journey across the harsh regions of Mirrodin, constantly being held up by the seemingly endless vedalken army and the horde of mechanized killing machines, the levelers. All controlled by the keeper of Mirrodin, Memnarch. Also, making important friends along the way, such as the fierce viridian wolf, Al-Hayat, and the wizard Bruenna.

The Darksteel Eye, the second of the fantasy Mirrodin cycle books, is an outstanding tale of magic and adventure. The author, Jess Lebow uses a unique style of writing, giving you the story from different characters points of view, so you know exactly what is going on. In this novel, there are lots of magical battles, character conflicts, descriptions of the characters emotions and feelings, and unusual plot twists and turn arounds.

The Darksteel Eye is compelling, suspenseful, and overall well written. Readers of the last Mirrodin Cycle book by Will McDermont will enjoy this tide turning novel even more. This brilliant novel is for anybody who loves fantasy tales or magical stories and anybody who can stay bound to earth while their minds drift away in a fantasy world.

2 of 3 people found the following review helpful.
Same ole, same ole... Running and fighting....
By J. Stoner
"The Darksteel Eye" was a fairly one dimensional book. There is not very much too it, except for basically rehashing the first book in the cycle, "The Moons of Mirrodin." Running away from the enemies, searching for items that are in places the characters have already been, except they wern't "ready" to understand the items use, or "wouldn't believe it."

This book has a severe time disorientation. It is so hard to follow time because it will take many chapters for the characters to go from, say, the plains to the swamp, while then it takes them only a chapter break to go from the center of Mirrodin to the forests on the surface. It seems the Mirrodin block is all about visiting the five mana sources (plains, swamp, islands, mountains, and forests) because in everybook they somehow, for some reason, need to run to all of them, and fight the same creatures in all of them. There is always, ALWAYS, fighting going on, and it gets very old because the fights are not that engaging.

However, despite the one dimensional characters and plot, there is one moment in the book that I felt some serious emotion for the "bad guy." I really felt for him, and had a lot of empathy for him. It was an extremely sad part, for me.

They also find an item that wasn't even in the cardset for "Darksteel." This item didn't come out on card until the next set, "A Fifth Dawn."

Despite the flaws in this book, I am still going to read the next book because I am interested in the final interaction between the heroes and Memnarch, and then, as the back of the book states, the planeswalker Karn, who created Mirrodin. Hopefully it won't be a lot of running to every part of the world in some undescript amount of time, and unneccesary battles up until the last couple chapters - but I'm not holding my breath....

0 of 0 people found the following review helpful.
The action sequences are abysmal. Most of the time ...
By Martin Setlik
The action sequences are abysmal. Most of the time a fight will end with a third party to the fight arriving completely out of nowhere, just in time to save the day. This makes it so that none of the heroes appear competent at all.

All of the dialogue involving the villians interacting with other villians is well done and the only thing that saves this book at all.

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## Download Ebook Draconomicon: Chromatic Dragons (D&D Rules Expansion), by Bruce Cordell, Ari Marmell, Robert J. Schwalb

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Draconomicon: Chromatic Dragons (D&D Rules Expansion), by Bruce Cordell, Ari Marmell, Robert J. Schwalb

All about the most popular monsters of D&D--the dragons!

Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three completely new chromatic dragons.

This sourcebook gives details of each dragon's powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations (such as Arkhosia) and organizations, and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a gane, including adventure hooks, quests, and pregenerated treasure hoards.

  • Sales Rank: #108853 in Books
  • Brand: Wizards of the Coast
  • Model: 21788
  • Published on: 2008-11-18
  • Released on: 2008-11-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.10" h x .65" w x 8.65" l, 1.94 pounds
  • Binding: Hardcover
  • 256 pages

About the Author
BRUCE R. CORDELL is an Origins award-winning game designer for Wizards of the Coast, Inc., and co-wrote the new Forgotten Realms Campaign Guide. His long list of professional credits include the Expanded Psionics Handbook and Libris Mortis supplements.

ARI MARMELL has been shirking homework in favor of playing D&D since he was nine years old. Now a freelance writer, Ari has contributed to many D&D books, including Forge of War, Complete Mage, Tome of Magic, and Fortress of the Yuan-Ti.

ROBERT J. SCHWALB works as a freelance designer for Wizards of the Coast; his recent credits include Elder Evils, FiendishCodex II, and Exemplars of Evil, as well as numerous articles for D&D Insider. Robert lives in Tennessee with his incredibly patient wife Stacee and his pride of fiendish werecats, but is happiest when chained to his desk, toiling for his dark masters in Seattle.

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47 of 49 people found the following review helpful.
Every DM must have! But it won't help PCs.
By Matthew Wisner
If you are playing a character in DnD who looks to the dragon as a sorce of inspiration and power, you may be tempted to get this book. Don't. There is no useful information in here for PC characters. No feats. No powers. No paragon paths, or epic destinies. In other words, there is quite literally nothing that your character would find useful in this book.

On the other hand, if you are a DM who is anxious to put their low level players against some dragon or dragon-like figures, but who knows that the dragons in the MM would destroy them in two rounds. You WANT THIS BOOK! It has dragons and dragon-like monsters in here of every level, from the White Dragon Wyrmling, to Tiamat himself. It also has set ups for dragon lairs, and everything else you need to build dragon encounters that your party will not soon forget. By all means, buy this book!

60 of 68 people found the following review helpful.
The Good, the Indifferent, and the Dippy
By Kevin Andrew Murphy
The 4e revamp continues, and as with previous editions, ranges from the good to the indifferent to the downright dippy. In brief order:

The Good:

Art values, binding and layout are again high. This is a handsome book and the production teams deserves kudos for aesthetic design and plain readability.

The old Orbs of Dragonkind reappear here, rather than sized by age category, now color coded for your convenience. Only the Blue Orb is described, but it's a lengthy description, and any DM worth their salt can swap a color and an energy type and have all the different orbs, and this is even suggested. Far better use of space than cut-and-pasting huge swaths of the same boilerplate.

The Orb is part of a large section on treasures, explaining how to build a dragons hoard, with useful tables such as the latest iteration of the old Art Objects table which was included in neither the Dungeon Masters Guide nor the Adventurers Vault.

There is also some nice logical reimagining. For example, the old lightning-breathing blue dragon is now also known as the storm dragon and gets a camouflage bonus when flying against a cloudless sky, something that makes sense from both an evolutionary and aesthetic perspective. And the new brown dragon takes the blue's old niche as the desert dragon, with a magical sandblasting breath weapon, which again makes sense. It's a useful dragon and makes as much sense as any of the old chromatics.

Also on the "makes sense" end, the old faerie dragons and the newer mirage dragons have moved to the Feywild, the old shadow dragons and the newer blight dragons have moved to the Shadowfell, there's a wonderful profusion of undead dragon types to warm the heart of any evil wizard who can't choose between being a necromancer or a dragon cultist--you can be both!--and finally there's the wonderfully named "squamous thing," which is what happens when dragons get corrupted by the Far Realms.

The Indifferent:

Chapter 3 is "Dragon Lairs" and it takes up 75 pages. They're prettily designed with maps and everything and range from low to high level, but if you're the type of DM who likes to design his own, they're rather a waste. On the other hand, if you like having prefab adventure settings, they're great.

The Draconic Rituals of False Aura and Aura Mask are lovely reimaginings of the old 1st ed standbys, Nystal's Magic Aura and Nystal's Undetectable Aura, and are now things that any wizard would be proud to have in his spellbook. But what particular use are they to dragons, especially when the ritual component is a silk blindfold to make it the most useful? One can't really imagine a dragon going to the bazaar to buy scarves or even demanding them as tribute: "And, my lord, the dragon stipulates that the sacrificial virgin not only be nubile and comely, but she must be wearing a silken blindfold worth at least 100 GP and nothing else. Kinky." In other words, they're nice wizard rituals shoehorned in with the dragon stuff because they didn't have room for them in the PHB, and they'll eventually be reprinted with the inevitable Big Book of Magic Stuff (with a better title).

The Gray Dragons, the second of the promised Three New Chromatic Dragons, also go in the Indifferent pile: They're the old Fang Dragons, but now elevated to full stepchild status by Tiamat, with the old dumb fang dragons being killed. Of course the new Gray Dragons breathe acid slime which at higher levels can petrify victims. Which is okay, but not as iconic as fire or ice or even burning sand. They're your B-list dragons.

The Dippy:

Purple dragons. You heard me, purple dragons. The third of the dire prophesied chromatic wyrms are Purple Dragons!

The artist does a nice job of making them look cool and sinuous, and the intro text has them living in the Underdark, and describes them as looking black in the shadows. But then you get to psychotropic breath weapon and it's time to queue the sitar music.

Yes, this is the Opium Dragon, if opium got to exist in D&D instead of tepid made-up drugs. Admittedly they're the evil dragons from a bad opium trip, but if you run into a bunch of stoned adventurers in the Underdark who say they're "chasing the dragon," it's not just a metaphor.

It gets dippier. The dragonspawn (who were never a good idea to begin with, unless you really liked furries with scales) now have the Purplespawn Nightmare, who from the description is a cross between a purple dragon and a drow, are culturally filled with shame over this (and well they should be, except it will be roleplayed as drow angst), and moreover have a "compulsive need to steal." That's like...oh, the Kender. They're a cross between purple dragons and drow, with the mental patterns of bad Kender, and will--as soon as they convert to Bahamut, and I know there are players planning this now--become the characters of choice of a certain stripe of gamer.

What could be dippier? Try the Frostforged Wyrm, which admittedly has a cool name, but the reality is somewhat of a letdown: It's a white dragon that went to Hell (here called by the Abyss, to avoid offending fundamentalists) and got locked into a cross between spiked armor and an iron maiden, and is driven mad with pain because even if it manages to scrape the armor off, it's immediately bolted back into place by a riveting crew of tiny demons and no, I am not making this up. Someone else did, but I didn't.

Of course the musical dragon hookah from 3e was left back in Song & Silence, so I suppose there is some small improvement over the previous edition.

Summation:

As with previous editions, there's some very good stuff, some rather indifferent stuff, and some incredibly dippy stuff. It's a book for DMs rather than players, except of course those players who want the slim list of rituals, which will be a lot of them.

So, as with many things, a mixed bag.

8 of 8 people found the following review helpful.
Loaded with tons of content for DMs
By D. L. Lamb
As a DM, I always love books that are for *DMs*. This book is, and I love it. There are no contrived player feats or other such fluff filling these pages - it is all dragons, all the time. There are new chromatics like the gray and purple, and there are wyrmlings for all chromatic types, in case the youngest of the MM aren't quite low enough for you. Additionally, there are a bunch of planar type dragons, undead dragons (not just 1 or 2 types like in previous editions), and a few surprises. If you're into dragonspawns there's a few of those as well.

There are a few lairs detailed out, much better than the lairs that were in the 3e draconomicon.

All in all, this is one of the best 4e books I've had so far.

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## Download Ebook Draconomicon: Chromatic Dragons (D&D Rules Expansion), by Bruce Cordell, Ari Marmell, Robert J. Schwalb Doc

## Download Ebook Draconomicon: Chromatic Dragons (D&D Rules Expansion), by Bruce Cordell, Ari Marmell, Robert J. Schwalb Doc
## Download Ebook Draconomicon: Chromatic Dragons (D&D Rules Expansion), by Bruce Cordell, Ari Marmell, Robert J. Schwalb Doc