Sabtu, 29 November 2014

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The Rise of Tiamat (D&D Adventure), by Wizards RPG Team

Avert the Cataclysmic Return of Tiamat in this Adventure for the World’s Greatest Roleplaying Game
 
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.
 


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

  • Sales Rank: #8894 in Books
  • Brand: Wizards of the Coast
  • Published on: 2014-11-04
  • Released on: 2014-11-04
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .50" w x 8.50" l, 1.28 pounds
  • Binding: Hardcover
  • 96 pages

Most helpful customer reviews

83 of 92 people found the following review helpful.
Great story, difficult to run
By The Haynals
I like the overall idea of this campaign, but the execution could be a lot better. The storyline is interesting and the start of the book provides enough background to use as a starting point should the characters start to veer off from the main plot. The magnitude and intensity of challenges and battles builds up to an epic confrontation. However, much like Hoard of the Dragon Queen (D&D Adventure), the odds are stacked against the party and there is actually text suggesting that you shouldn't be afraid to kill party members since they should have access to raise dead. The difficulty of many encounters seems likely to lead to at least a few memorable deaths along the way. I do think its interesting that failure of the overall campaign is a real possibility and some explanation of what that outcome would mean is provided (in addition to the success scenario).

The level of detail in which the campaign is described varies throughout the book. Some dungeon areas are described in great detail with flavor text while others are just quick overviews. Some encounter locations have great maps and room-by-room descriptions, while other seemingly important locations lack maps and are only described in a few paragraphs of text, notably the village at Oyaviggaton. The council events also seem to be lacking in detail, despite the council having a large significance in the later parts of the campaign.

The introduction tries to sell this book as a standalone campaign, but without the background story and context from Hoard of the Dragon Queen and having had the characters complete various events in Hoard of the Dragon Queen which heavily influence the outcome of the first council meeting, the players would end up at a severe disadvantage late in the campaign. Additionally, without the Player's Handbook (Dungeons & Dragons), only a small number of races and classes are available to characters, so I can't realistically imagine running this module without both Hoard of the Dragon Queen and the current Player's Handbook.

There is a downloadable supplement which details items, monsters, and spells used in the campaign. Unfortunately it's just organized like the alphabetical listings found elsewhere in the 5th edition books. Running combat smoothly requires a lot of prep work or doing a lot of quick lookups of stats across multiple sources. If you're going to provide an online supplement, why not organize it in a way that reflects how it will be used: by combat encounters? Perhaps the DungeonScape software was imagined to fill this gap, but now that Wizards is no longer working with Trapdoor Technologies, that seems unlikely.

Overall, the story is great, but this adventure requires a lot of effort to run, as the presentation is not very dungeon master friendly.

31 of 40 people found the following review helpful.
D&D 5e Delivers its first Hit!
By J. Burgos
Yes, you get to fight the Queen of Dragons herself. That's the point. Yes, this book has full stats for the Dragon goddess herself, and she will kick your behind. Can you say TPK?? Well, fortunately its a bit more complex. This module is designed to take place after Hoard of the Dragon Queen, serving as part 2 of a Realms-trotting massive campaign. You have cultists, villains, dragons, travel to exotic locales of the Forgotten Realms, and an epic finale with Bit T herself. Without giving out too many spoilers, this module is for the DM only. In terms of production values, I have never seen a D&D module that is more graphically appealing, the layout, art, page quality is top notch, this book sets the standard for a D&D 5th edition module, and I will expect no less from here on. In short, get it if you are a DM and in particular if you relish old skool D&D modules with iconic monsters and the ultimate iconic D&D beastie herself Tiamat.

13 of 17 people found the following review helpful.
Epic but flawed
By Devin L. Cutler
[SPOILERS] The Rise of Tiamat is a sweeping scenario designed for higher level characters as a sequel to Hoard of the Dragon Queen. The adventure is set up as a set of episodes that revolve around an axis of four council sessions. This council is comprised of various powerful factions who are interested in thwarting the designs of the Cult of the Dragon in freeing Tiamat from her hellish prison and unleashing her upon Faerun.

As the PCs interact with the council, they must manage the differing preferences and proclivities of the council factions, while, at the same time, seeking to hinder the Cult's machinations.

The council part of the adventure is fairly well done, with some decently deep descriptions of the council factions and representatives that should allow a DM to play their parts. Make no mistake, however, the council is a big part of the scenario and so if your DM is not up to role playing and talking and your players just want to kick in doors and murderhobo, then much of this scenario will be wasted. This is not to say it cannot be glossed over and the council simply used as a mission generator for the PCs, but that misses much of the point and flavor of the scenario.

The council has an interesting mechanic, whereby PC actions (including the outcomes of various missions [including some from Hoard of the Dragon Queen]) are rated for each faction on a scorecard. Some actions will cause some factions to favour the PCs more, while those same actions might anger other factions. The PCs must maneuver these potentially treacherous waters and try to strike a balance that will result in the most overall support from the council factions come the final battle. Alas, a glance at the scorecard pretty much ensures that the PCs would have to work very hard not to get full support from the entire council. This could have been a brilliant mechanism to really force the PCs to carefully consider all of their actions in the adventure, but instead it becomes relatively meaningless. A clever DM could adjust the scorecard mechanics in such a way that this issue is fixed, but given the glaring problem with the end of this adventure, why bother (see below)?

As mentioned, the council sends the PCs on various missions...or rather suggests that they do so, as the PCs are sufficiently powerful so that the council has no real means to force the PCs to do anything. The missions are not chronological, although a certain order suggests itself. They encompass a variety of mission types, including some that are purely roleplaying, others that are dungeon crawls, and everything in between. A lot of these set pieces are interesting, but there is a problem in that some of them ultimately end up accomplishing nothing. For example, there are two episodes where the PCs are tasked with recovering a powerful item called a Dragon Mask. In one, the mask has already been spirited away. In another, the mask the PCs gain is a false one. Having one of these is potentially frustrating to players, but can be used to show that not every mission can be completed. However, having two of them in close proximity feels more like tweaking the players' nose than good scenario design.

The adventures weakest point is the ending, and it is a major problem. The end of the scenario finds the PCs travelling to the Well of Dragons, where the Cult is seeking to summon Tiamat herself. They have a veritable army at their service, including hundreds (if not thousands) of cult troops, mercenaries, dragons, and devil.

The PCs are supposed to have mustered enough support from the council to field its own armies to attack the enemy forces. In theory, if everything goes well, the two armies fight it out, leaving the PCs alone to infiltrate the heart of the Well of Dragons and attack the leaders of the Cult who are performing the ritual to summon the Queen of Dragons.

The problem is that while the ritual and inner temple are well detailed and provide a climactic final set piece for the PCs (including, possibly, a fight against Tiamat), there is almost no thought given to the massive fight between the Cult and the Council. Now, of couse, you don't need mass battle rules to run this combat. It is supposed to take place in the background, and rightly so. But SOME guidelines regarding consequences if one or more Council factions withhold support would have been nice! Absolutely no direction is given. If the metallic dragons withhold support, what happens? There is a one sentence explanation that the metallic dragons would best be allocated to counter that chromatic dragons on the battlefield, but no guidance as to what happens if there are no metallic dragons. Does another Council faction support entirely negate the chromatic dragons? If not, what effect is there on the battle?

All of this can be handled by the DM of course, but that's sloppy design. The DM shouldn't have to figure out entirely what happens. What would have been better is a simple system wherein if certain Council factions are not present, the PCs have to face extra encounters and there would be an effect on a table for the results of the off screen battle that would have ramifications for the outcome of the adventure.

In other words, the designers went way too far in the direction to moving the battle off stage and made it essentially irrelevant.

There are also a lot of unnecessary typos, map errors, and the like which really need to be cleaned up by WOTC or by whomever they license scenarios. A simple proof reading by a group of dedicated volunteers could nip these in the bud...a course of action I had been harping on WOTC about since the days of D&D 3.0.

In conclusion, Rise of Tiamat is not an easy adventure for new DMs to run. It is very free form and requires a lot of DM role playing and adjudication. Nevertheless, aside from the poorly designed ending, the scenario is worthwhile and engaging and is a sufficient successor to Hoard of the Dragon Queen.

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Selasa, 25 November 2014

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Dragons of the Highlord Skies (Dragonlance: The Lost Chronicles, Book 2), by Margaret Weis, Tracy Hickman

The Chronicles retold--from evil's point of view.

The story starts in Neraka, where Kitiara uth Matar and Emperor Ariakas hatch a plan to retrieve a dragon orb and thereby destroy Solamnia and the Companions in one fell swoop. But the guardian of the dragon orb, Highlord Feal-Thas, disagrees with this plan. Kitiara must go to Ice Wall to force him to accept Ariakas' will, but her journey does not end there. Thrown out of favor, she conceives a daring plan to enlist the aid of the most feared beings on Krynn--Lord Soth and the Dark Queen. Meanwhile, Laurana and the Companions retrieve the dragon orb and take it back to Solamnia--not knowing that they bring their allies' doom with them.

The second volume of a new trilogy from celebrated authors Margaret Weis and Tracy Hickman, The Lost Chronicles details the famed War of the Lance from the perspective of the evil that menaces Krynn. The books are written in such a way that they will be marvelous complements to the original Chronicles, while at the same time accessible and exciting to new readers.

  • Sales Rank: #135906 in Books
  • Brand: Weis, Margaret/ Hickman, Tracy
  • Model: 21730
  • Published on: 2008-01-08
  • Released on: 2008-01-08
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.90" h x 1.65" w x 4.15" l, .65 pounds
  • Binding: Mass Market Paperback
  • 597 pages
Features
  • Margaret Weis
  • Tracy Hickman
  • fantasy
  • epic

From Publishers Weekly
In this enterprising second volume of the Lost Chronicles (after 2006's Dragons of the Dwarven Depths), Emperor Ariakis pressures Dragon Highlord Kitiara uth Matar into a plan to make sure the Solamnic knight Derek Crownguard hears about, then quests after a dragon orb recently discovered by Dragon Highlord Feal-Thas. As Crownguard's will is weaker than the dragon essence inside the orb, he will become enthralled to it and compelled to do the bidding of Ariakis. Loathing the task but having no choice, Kitiara treks to Feal-Thas's Ice Palace in the dangerous land of Icereach. As Crownguard and his companions join up with the group of renegades led by Kitiara's rival, Laurana, Kitiara's path takes an unexpected turn, leading her to Dargaard Keep to face the dread Lord Soth. Weis and Hickman have once again produced an entertaining high fantasy adventure. (July)
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 Chronicles series of Dragonlance, Dragons of Autumn Twilight, in 1984. Over twenty years later they are going strong as partners with over thirty novels as collaborators, and alone or together with other partners, over one hundred books, including novels, collections of short stories, role-playing games, and other game products. Tracy Hickman is also the editor of a new "Tracy Hickman Presents" line of Dragonlance novels for Wizards of the Coast, while Margaret Weis is in the midst of her own, popular, solo Dark Disciple trilogy for Wizards of he Coast.

From AudioFile
The Lost Chronicle series continues filling in the background of the Dragonlance with this second installment in the trilogy. The quest to recover a dragon orb in a distant land falls to Kitiara Uth-Matar, who is on the dark side and who is destined to confront Laurana, the leader of the forces of good. Sandra Burr draws on the large store of characters she has developed in past productions. She deals with the expository passages with a light touch that keeps them moving at a good pace and skillfully brings out the humor and comic relief. While this is well done, it may not be the best point for newcomers to begin this multi?layered series. J.E.M. © AudioFile 2007, Portland, Maine-- Copyright © AudioFile, Portland, Maine

Most helpful customer reviews

41 of 44 people found the following review helpful.
A fantastic addition to the saga
By Andy Gray
Dragons of the Highlord Skies is the second novel in the Lost Chronicles trilogy by Margaret Weis and Tracy Hickman. The first book in this trilogy is Dragons of the Dwarven Depths (Dragonlance: The Lost Chronicles, Vol. 1) and tells of tale if the companions as they attempt to recover the lost hammer of Kharas. This book focuses mostly on the journey Kitiara takes as she rises in the ranks of the Dragon Army, it also tells of the tale of Laurana as she slowly emerges into what she becomes in the later books of the Dragonlance Chronicles. Fans of the Dragonlance Chronicles will no doubt find this novel very interesting. However, if you have not yet experienced the Dragonlance Chronicles Trilogy Gift Set and are thinking of reading this book, I would highly suggest that you read the Chronicles first. I say this simply because some of the events that happen in this book will be so much more clear after reading the firs trilogy.

The plot of this books fills in a major gap of events that occurred during Dragons of Winter Twilight, and a little into Dragons of Spring Dawning. The plot of this book is a little different than most Weis and Hickman books. In that it is a very involved plot and has several shifts in perspective and following main characters. Some of the plot points in this book are things such as Kitiara's rise through the dragon Army, her interactions with Highlord Ariakas, Sturm's interacting with Derek Crownguard, the battle of the Ice Wall, and several other things. This book is chalk full of plot points and story arc points. Fans of the original Chronicles will appreciate the depth that this story is explored and the answers it gives for how characters behave later in books and stories. Weis and Hickman have obviously had this story idea in their heads for a long time. It's great to see that this story has finally seen the printed page.

The characters in this book will be largely familiar to fans of the original chronicles. There are a few additions, but for the most part all the `big players' will be known to readers. Unlike the first Lost Chronicles book, Dragons of the Dwarven Depths, there is a substantial amount of character development in this novel. Almost every one of the major characters has some level of development. Kitiaria, Laurana, Derek Crownguard, and several other characters all grow as characters in this book. It seems that Weis and Hickman put more thought behind developing the characters in this book than they did in the first. It was very refreshing to see.

My main point of contention with the first Lost Chronicles book was that the character dialog seemed `off' ad wrong at times. I am very pleased to say that that issue seems to be completely resolved. The dialog in this book is exactly what I read in the first chronicles. Sturm, Tasselhoff, Derek, Laurana, and Kitiara all have spot on dialog and hold true to the characters I came to love more than twenty years ago. After the last book, I was slightly worried that those things would be repeated, I was very pleased to see they were not.

This novel fits nicely into the stories that have come before it. Reading this novel was like putting on an old pair of shoes. It was comforting and I knew just what I was getting myself into. I can't say enough good things about the original Chronicles and now I have another book to add to that saga. Fans of the Chronicles will fall in love with the companions all over again. Hopefully, this also brings more readers to the original Chronicles and allows others to discover the wonderful books I grew up with.

The last book in the Lost Chronicles is scheduled to be released in the summer of 2008, and is titled Dragons of the Hourglass Mage. This is certainly a book I am looking forward to. In regards to this book, I have no doubt I will find myself recommending it to countless Dragonlance fans. It truly was a great read.

0 of 0 people found the following review helpful.
Great book!
By Elisha Blackmon
I've been a fan of the Dragonlance series since the 1990's. I'm in the process of collecting all the books that I may have missed from buying in the bookstores (when we had them), and add to my collection at home.

0 of 0 people found the following review helpful.
I've read 25-30 books in the Dragonlance universe, this ...
By Donald A. Murphy
I've read 25-30 books in the Dragonlance universe, this is one of the most banal. Slow pace, too much filler.

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Shining South (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Thomas M. Reid

Provides a detailed look at the southern regions of the Forgotten Realms campaign setting.
This accessory provides a wealth of highly detailed information about a little-explored region of the Forgotten Realms map. In addition to new spells, magic items, feats, prestige classes, and monsters, this title includes descriptions of races, regions, and unique cultural elements from across the southern lands. There is a detailed geographical overview of every part of the region, and three short adventures are included to facilitate gameplay.

  • Sales Rank: #673558 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-10-01
  • Released on: 2004-10-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x .64" w x 8.55" l, 1.80 pounds
  • Binding: Hardcover
  • 192 pages
Features
  • Used Book in Good Condition

About the Author
Thomas M. Reid held numerous positions with TSR and Wizards of the Coast, Inc., and is now a full-time novelist and game designer. His most recent novel titles in the Forgotten Realms are The Ruby Guardian, The Sapphire Crescent, and Insurrection, the latter from the New York Times best-selling R.A. Salvatore's War of the Spider Queen series.

Most helpful customer reviews

22 of 28 people found the following review helpful.
Fairly well written, but of very limited utility
By Jeremy Scott
I have to wonder why Wizards keeps publishing books about areas that almost no one has any interest in playing in. Shining South continues this trend. Wouldn't a book about the Old Empires, the Vilhon Reach, Chondath or the Tethyr/Amn/Calimsham region be far more interesting?

Shining South is fairly well done for what it is, but unless you plan on using Halruaa, Dambrath, or Luiren in a campaign, its not terribly useful. Dambrath is an interesting nation, run by half-drow priestesses of Loviatar, but it is so remote from the rest of Faerun, you'd have to set your campaign here to use this information.

I will also say that Wizards now provides far less detail on these new nations than the FRCS provides. There is no over-all national population breakdown and not every city receives a write-up, making the usefulness of the book even more questionable.

In summary, the book reads well, but its of almost no utility to the general FR player or DM.

11 of 14 people found the following review helpful.
Shining South worth buying
By Todd A. Vanevenhoven
Beautifully drawn, mapped and written this is a fine addition to the sourcebooks on Faerun. The lands and peoples are a mix of mages, 1/2 drow, corsairs, halflings, thri keen, dwarves, elves (both civliized and wild) and a new race:the Loxo (basically bi-pedal elephants). The lands range from mtns, african savannahs, heavy woods, swamps, waste lands and a warm ocean. Their are ancient civilizations and sites that hide secrets and threats from the past, beast chieftains who control towns and cities along trade routes, hordes of gnollish tribes, yuan ti in neighboring jungles and a lizard king in a huge swamp kingdom to test PCs. Want to go chaotic? Play a 1/2 drow shadow marauder, loooking new type mage to play? how about Haluraan elder or magehound? New warriors include the Maquar Crusader, Drift Defender and the halfling Marchwarden. Pirate towns, mage cities, elven and halfling communites are mapped out nicely in the book. Their are plenty of new spells and monsters as well. This is a very nice looking and written book worth picking up and I highly recommend it

5 of 6 people found the following review helpful.
Excellent
By Simon Withers
This book is excellent. It gives you all the information you need to flesh out a campaign set in the Shining South.

There is the usual classes, feats, spells, adventures etc. All at least to a reasonable standard.

I found the magic item chapter very good.

There's a chapter on organisation of the south. And included encounter tables. All good.

Six Chapters on the people and lands. All terrific information . Although The Shaar and the Great Rift gets one chapter together . And the Gold Dwarves get a bit short changes. The Half drow get more coverage than the Gold dwarves! Todd Gambles maps are great, one for each chapter as well.

Wayne Englands and Carl Franks, illustrations are also terific.

If your looking for information about the Shining South, this book is full of it. And well worth the price. And certainly on of the better region books, wizards have brought out.

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> PDF Ebook An Introduction to Theology: A Classical Pentecostal Perspective, by John R. Higgins, Michael L. Dusing, Frank D. Tallman

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An Introduction to Theology: A Classical Pentecostal Perspective, by John R. Higgins, Michael L. Dusing, Frank D. Tallman

Paperback: 272 pages Publisher: Kendall Hunt Pub Co; 2 edition (September 30, 2008) Language: English ISBN-10: 0787220906 ISBN-13: 978-0787220907 Product Dimensions: 8.9 x 6 x 0.6 inches Shipping Weight: 4 ounces

  • Sales Rank: #3943527 in Books
  • Brand: Brand: Kendall Hunt Pub Co
  • Published on: 2008-09-30
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .63" w x 6.00" l, .81 pounds
  • Binding: Paperback
  • 272 pages
Features
  • Used Book in Good Condition

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0 of 0 people found the following review helpful.
satisfied
By Baxter Stanley
book in great shape, delivered on time, great price. This one was hard to find, so I'm glad to get it.

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Book of Exalted Deeds (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by James Wyatt, Darrin Drader, Christopher Perkins

Strike Down Evil with the Sword of Enlightenment

“Only those who are pure in word, thought, and deed may look upon the knowledge gathered within this blessed tome. For the blinding truths inscribed within offer nothing but redemption or destruction for the wicked. May these consecrated pages forever illuminate the paths of the righteous.”

-- Raziel the Crusader, ruler of the Platinum Heaven

As the Book of Vile Darkness was a resource book on the most evil elements of campaign play, the Book of Exalted Deeds focuses instead on the availability of good resources and features in the D&D spectrum.

Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. The Book of Exalted Deeds also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

Book of Exalted Deeds is the second title in the line of Dungeons & Dragons products specifically aimed at a mature audience.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player’s Handbook.

  • Sales Rank: #510501 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2003-10-01
  • Released on: 2003-10-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .62" w x 8.46" l, 1.70 pounds
  • Binding: Hardcover
  • 192 pages
Features
  • Used Book in Good Condition

About the Author
James Wyatt's most recent credits include authoring Oriental Adventures and City of the Spider Queen and contributing to Deities and Demigods, Epic Level Handbook, and Fiend Folio.

Darrin Drader has done design work for Asgard online magazine, d20ª Weekly online magazine, Dragon¨ Magazine, Star Wars¨ Gamer magazine, Dark Portal Games, Bastion Press, and Wizards of the Coast, Inc.

Christopher Perkins joined RPG R&D as the Design Manager for various d20 System¨ games, including the d20 Modernª RPG, the Star Wars RPG, Call of Cthulhu, and The Wheel of Time RPG.

Most helpful customer reviews

69 of 70 people found the following review helpful.
The good guys get a leg up in glorious style
By J. Roberts
The purpose of D & D, at the start, was to crawl through dungeons while killing monsters and finding nifty pieces of equipment. The game's come a long way since then, with hundreds of core book and supplements adding layer after layer of moral complexity to the fantasy world.
Demons and devils were defined. Evil was given its own spells, magic items and races. The good guys, for there part, had morally limited and easily stereotyped paladins and the occasionally pure-hearted cleric. That was it. There was no real reason for a fighter, rogue or wizard to be any more good than their alignment description read.
The Book of Exalted Deeds changes all that. Good has been given power, real power, and is now just as capable as evil of showering benefits on its devotees - though at no less cost to those devotees.
This book opens with a discussion of the motives of good. What acts are good, which are not, and the exceptions to the rules. It's never a problem for me, but this section would be quite handy for those DMs and players who have trouble figuring just what a character's alignment means and practice.
Also included is the idea of being "exalted." This isn't being on a moral high-horse or anything of the sort, it's simply the idea that just as some villains can be despicable beyond human comprehension, so can heroes be righteous.
Next we get to the meat and drink of the book: the new stuff. The magic items are adequate, not much more. There's only so many new adjectives you can add onto the beginning of item names, and only so many powers you can give, but at the very least this book includes special enhancements that directly counter enhancements from the dreaded Book of Vile Darkness.
The same goes for feats and spells, really, although some completely new concepts are also entertained.
The book really comes into its own with the prestige classes, monsters and descriptions of greater creatures of good. In these sections, you're given some specific statistics, but you're also given a really good guideline for just how you can create your own special and sacred servants of the eladrin, the angels and the guardinals. Various otherworldly and mortal servants of the three great bastions of good are described, including a lot of the eladrin that were missing from previous supplements. The tulani and the firre were particularly appreciated.
The greater creatures of good, the angels, the high eladrin, the greatest of the guardinals, are described in detail, with thorough descriptions. Given their tremendous power, I'm a little surprised that they weren't generated via Deities and Demigods, but that's a minor quibble.
What I liked best about this book is that, as opposed to the majority of WotC's other products, this book appears to be cleanly edited, neatly presented and well-organized. I'm not an organization freak in my waking life, but when it comes to reference supplements, I really appreciate having everything laid out in plain, simple order, particularly when it's information that's useful.

51 of 55 people found the following review helpful.
Glorious!
By A Customer
Plato once said that we should never trust anyone who advocates that we should avoid anything but evil and pursue anything but goodness. And Plato was right.
This book is fantastic and definitely worth buying for several reasons:
1. It is a worthwhile counterpart to the Book of Vile Darkness. For a game which prides itself on being fair and balanced in all things, it would naturally be blatantly unbalanced in favor of evil if there were not such counterpart.
2. The new feats and prestige classes are definitely worthy of those of us who prefer to play with good-aligned parties and characters. I'll expand on that below.
3. There are those idealistic, old-fashioned fools like me still in existence who believe that for a game like D&D, which is based on Lord of the Rings, it is not only more appropriate but also more fun to play with a view to some sort of noble goal to destroy evil. Such naive souls like myself have always believed that it is far more fun and exciting to kill the dragon and save the damsel than the other way around.
I'm not terribly big on prestige classes. However, the ones described in this book are terrific - very balanced and eminently playable. Although I haven't actually played a campaign with this text (yet), I can see how it would be supremely fun to do. The prestige classes are very powerful: Vassal of Bahamut (a de facto dragon-slaying class), the Sword of Righteousness (a prestige class for those who, like me, don't want to deviate from their regular character class for many levels but would like some bonus feats), and, my personal favorite, the Fist of Raziel for Paladins who wish to eschew their undead turning and special mount privileges for bonuses to their smiting ability. Ever hear of a lawful good assassin? There's now a special order of ex-rogues and assassins who have converted and have now formed a lawful good society of spies and stealthy killers of evil. Harpers, eat your heart out. There are more, of course; this is only a sample. But for those of us who live to play good-aligned Paladins and Clerics, this book is a ray of hope in an often evil-glorifying game.
But don't think for a moment that only Paladins and Clerics can benefit from this text. On the contrary, there are classes designed specifically for good-aligned Druids, Fighters, Rangers, Sorcerers and Bards. There is a prestige class only for Elves & Half-Elves. There's even a class only for female characters. But the main requirement for any of these classes is that the character be of good alignment. Not non-evil. Good.
If I have any complaint at all it's that there isn't much in the book for Barbarians and Wizards. But even so, Barbarians may wish to join one of the nature-oriented prestige classes designed primarily for Rangers or Druids. And Wizards will enjoy the new spells and metamagic feats available to them. So there truly is something for everyone.
I myself have played Paladins for years. And I'm in love with the 3.5E Paladin. But throughout many of the campaigns I've played and players I've encountered, I've often seen Paladins, good-aligned Clerics, and even the concept of goodness and law scoffed at and ridiculed. The overall feeling of many gamers is that Paladins are nothing but arrogant do-gooders whose very moral alignment is opposed to having any fun, obtaining any amount of treasure, or getting any experience points. (And that's odd since no one seems to be going around calling Obi-Wan Kenobi or Aragorn from LotR arrogant do-gooders or whimps.) Such players prefer to power-game a chaotic neutral dual-classed half-orc barbarian-fighter or something which will enhance their freedom and advancement. And that may very well work. But, again, this game was based on LotR, and I prefer to see it in those terms. And I play it in those terms. I don't think that rescuing a red dragon and slashing the throat of the damsel as enhancing the advancement of my character, no matter how much money or experience points are involved.
So for those of us who prefer to capture the original vision of the game, this book goes a very long way. Lawful good is now something to be revered - and even feared. Law and goodness are vindicated in this tome. Paladins, and the many Paladin orders listed in this book, are not whimps - they're superlative hunters and destroyers - every bit as powerful and fun as any Fighter or Barbarian, and far more so if battling evil-aligned creatures. Clerics are not just healers - they can be other-worldly mystics who are immune to virtually everything or who are fearsome warriors like their Paladin counterparts. This is almost redemptive in a game which has become, sadly, dominated by the "evil is freedom" mentality of many of the game-makers and players over the past 20+ years.
So, yes, law and goodness are now not just in keeping with the original idea of the game, but are also fun and extremely powerful. And all of us who love playing Paladins, Clerics or any other good-aligned character but who felt inferior and who were the brunt of many a joke over the past several years, will now be the ones who are accepted and sought after. And this is a welcome change for a game whose original purpose is to do good and avoid evil.

32 of 36 people found the following review helpful.
A Book for True Heroes
By Gawaine
Without making fun of religion or making it trivial, this book actually makes it possible to play someone with real virtue in a D20 game. I've had a pacifist cleric order in my game for some time, but no one would ever consider playing one - with the details in this book, they actually become balanced. The new creatures included are much appreciated by my current group, as most of them are noted as being able to be summoned by various existing spells - which makes my existing characters more versatile, even without the prestige classes.
I would have liked to have seen a sample adventure, to help make some of the ideas presented more real and more easy to work into a D20 game, but that's a nice to have.
I would also have liked to have seen more interaction with the Epic book. I considered this a fairly major flaw, in that most of the ideas and scope presented would work well with epic characters. It may be difficult to figure out the progressions for the characters here, and some of the feats cry out for epic versions. Hopefully, Hasbro will address this with web enhancements later.

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Senin, 17 November 2014

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Dungeons and Dragons Player's Handbook V.3.5 [Paperback] by *

  • Sales Rank: #716078 in Books
  • Brand: Webkinz
  • Published on: 2006-06
  • Dimensions: 1.00 pounds
  • Binding: Paperback
  • 320 pages

Most helpful customer reviews

7 of 8 people found the following review helpful.
Perfect for the D&D Gamer!
By Aunt B
Love this book! Has everything a player needs from generating a character and gearing up, understanding combat, and a complete list of spells. D&D 3.5 is a great table-top role-playing game where the imagination rules every turn.

This is NOT a live action game, so moms don't worry that your kid is going to be running around a park at night with a swimming pool noodle Pledging his love to the fair princess as he slays orcs.

What this game DOES do is encourage social interactions, strategy thinking, team-playing, and creativity.

I have been playing D&D since it came out and it so much better than watching TV and being a vegetable. I prefer the 3.5 version and will stick with it. It is simple to learn and lots of fun.

enjoy life and let your minds be free!

2 of 2 people found the following review helpful.
same book as the hard back
By Howard Marshall
its the same book as the hard back just with a stiff paper cover, the content and even the page numbers are all the same.

1 of 1 people found the following review helpful.
Paperback version
By Jasryn Storm
This version is PAPERBACK, which cuts down significantly on WEIGHT! I just wish Wizards of the Coast would do this for all three of their new 5e Editions of D&D!!

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Minggu, 16 November 2014

! Download City Under the Sand: A Dark Sun Novel (Dungeons & Dragons: Dark Sun), by Jeff Mariotte

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Aric, a half-elf with a rare natural ability with the psionic discipline known as “the Way,” must find his place in a world ruled by the tyranny of evil sorcerer kings, and dominated by the savage wilds of the Athasian desert, a world presided over by the unrelenting crimson eye of Dark Sun®.
 
When Aric is brought into a quest to search for a priceless trove weapons, he would rather keep his head down and live a simple life.  But nothing is simple in the city of Nibenay with it reclusive ruler known as the Shadow King. And in a world where metal is the rarest of commodities, Aric’s “way” with metal is an even rarer talent.
 
Enlisted by the Shadow King himself to seek out this cache of metal weaponry, Aric heads into the desert with a treacherous band of adventurers.  Allegiances are tested and secrets are uncovered. But sometimes the secrets hidden by the sands of time should remain undiscovered.
 
When Aric and his band uncover an evil perhaps greater than the Shadow King himself, it is a race against time to see who will harness its power.

  • Sales Rank: #1339843 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-10-05
  • Released on: 2010-10-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.92" h x 1.06" w x 4.16" l,
  • Binding: Mass Market Paperback
  • 416 pages
Features
  • New Supreme Hobbies item

Most helpful customer reviews

13 of 13 people found the following review helpful.
Jeff Mariotte is no Troy Denning...
By In Des Moines
He's not even Simon Hawke. Or Lynn Abbey.

After more than a decade in hibernation, the world of Athas and the Dark Sun is back in novels.

While the revival of the campaign setting is welcome, this novel reads more like a trip through the Dark Sun Monster Manual than a story about characters and plot. It feels like the Marketing folks at WoTC said "We need something to give background color to the 15-16 year olds who will be buying the game supplements. Include 1 of every new race, all the classes and at least 15 different monsters."

Hopefully it's only the 1st in a series of new Dark Sun novels, and fans will finally learn what happened after the Prism Pentad and the Broke Blade.

If buying this book helps bring that about then it was money well spent.

The best of the D&D books are about characters who happen to be in the game world. The worst of them are about the world that just happen to have characters who have less depth than a character sheet running through them.

This book trends towards the latter.

17 of 21 people found the following review helpful.
City Under the Sand by Jeff Mariotte
By Travis Eisenbrandt
City Under the Sand by Jeff Mariotte- This is the first book in the relaunched novel line of Dark Sun, a setting of Dungeons and Dragons. Currently, this is a stand-alone novel. This is Jeff Mariotte's first novel that is set in a Dungeons and Dragons shared universe, but he's written a number of other novels. His original works include; Witch Season (Summer, Fall, Winter, and Spring), Las Vegas (High Stakes Game and Sleight of Hand), The Slab, Boogeyman, Missing White Girl, River Runs Red, and Cold Black Hearts . He has contributed a number of books to shared universes; Gen 13 (Netherwar with Christopher Golden and Time and Chance with Scott Ciencin), the Buffy the Vampire Slayer and Angel series co-written with Nancy Holder called Unseen (The Burning, Door to Alternity, and The Long Way Home), Angel series (Close to the Ground, Hollywood Noir, Haunted, Stranger to the Sun, Endangered Species with Nancy Holden, Sanctuary, Solitary Man, and Love and Death), co-wrote two Charmed novels with Constance M. Burge (Mirror Image and Survival of the Fittest), CSI: Crime Scene Investigation (Brass in the Pocket and Blood Quantum), a CSI: Miami novel titled Right to Die, a novel in Star Trek: The Lost Era series called Deny Thy Father, a novel in Gene Roddenberry's Andromeda series titled The Attitude of Silence, an Age of Conan series called Marauders (Ghost of the Wall, Winds of the Wild Sea, and Dawn of the Ice Bear), co-wrote a 30 Days of Night series with Steve Niles (Rumors of the Undead, Immortal Remains, and Eternal Damnation) and wrote by himself Light of Day, he wrote a Supernatural novel called Witch's Canyon, a DC Universe novel called Trial of Time, a Spider-Man novel called Requiem, and he wrote a Criminal Minds novel called Criminal Minds: Serial Killers, Sociopaths & Other Deviants. Jeff Mariotte has worked on a number of graphic novels as well as comic book series. He's also contributed a number of short stories in various anthologies. City Under the Sand was released in October 2010 and published by Wizards of the Coast LLC.

On the sand strewn land that is Athas, metal is a precious thing. After a group of lost mercenaries stumble into a long forgotten city, they discover a huge store of metal and decide to show their find to the Shadow King of Nibenay. However, things don't go as planned, yet the message still reaches the ruler of Nibenay's ears. The Shadow King decides that it would be wise to set out and find this trove, and he knows of a person with a remarkable skill to help find it. Aric, a half-elf, just wants to be a smith and a general nobody. Being a half-elf is hard in Nibenay. The full-blooded elves don't trust you and the humans don't as well. So Aric prefers to not be known. However, do to his gift with metal, the Shadow King sends him out on the trip to recover the metal. However, what Aric finds could more evil than anything Athas has seen for centuries. It doesn't help matters when he and his friends unknowingly release it into the world.

Criticisms:
1) Rushed. The biggest issue that plagued the whole book is how rushed everything felt. There was hardly a time when the story slowed down enough to understand what was happening. It didn't help that the story was just fight after fight. The times that the story slowed down felt unnatural and took way too long to get through. Because the story was basically fight after fight, a lot of things suffered. The characters were poorly developed and easily forgettable and the story felt choppy and unnatural. The characters took the biggest hit due to the rushed pacing. No one was developed or went through a progression other than Aric. So pretty much, everyone else felt unnecessary and unneeded. No one had a distinct enough personality that stood out enough. The characters themselves would have been interesting, if it wasn't for the hurry and finish pace the story went. In fact, there was even times when I felt as though Jeff Mariotte just wanted to stop writing the story. It seemed like he may have realized that he had way too much going on to wrap up neatly in one book. So instead of pacing the story in a more controlled fashion, we have too much happening all at once. This really hurt everything and it killed some of the enjoyment I would have had.
2) Characters. Another major problem with City Under the Sand was the characters. In the main group of characters, I was constantly forgetting who was who, other than Aric. This can be explained with poor character development due to having so many characters in the story. However, towards the middle and end, the main characters did become more prominent and noticeable. There were even times where there was some good development going on and relationships forming within the main group, but this was tossed aside to hurry and finish the story. The other character issue was that there were way too many of them. Most of them never really played an important role, other than being named in a conversation or showing up for a minute to help move the story along. I don't know who these characters were nor did I know why they were need in the overall plot. The characters themselves weren't all that interesting, they weren't engaging, and there was just too many of them.
3) Lack of Exposition. One would think that due to City Under the Sand being the first book under the Dark Sun name, there would be some more descriptions of things and explanations. It's been more than a decade since the last Dark Sun novel was released, and for a new reader, some of the terms, creatures, ideas, beliefs, etc. were hard to follow and understand. It seemed like one would need a good amount of exposure to Dark Sun in order to really know things about the world. This could be a fault of mine, seeing as I have no background in Dark Sun other than a very basic understanding of the world. However, due to this being the first book in a relaunched series meant to gain the interest of new readers, I expected a little more exposition.

Praises:
1) Beginning. The beginning of the novel was surprisingly good. It really helped show what the world of Dark Sun was all about without giving away too much. It was interesting seeing a new world and I was very excited to start tearing through the novel. The characters at the start were interesting enough for me to care about their predicament. The build up of things happening after the mercenaries find this lost city was really suspenseful and, at times, terrifying. In fact, I couldn't remember when I was this excited to jump into a book. However, things quickly changed after we leave the mercenaries and we meet the bland characters that are in the rest of the book.
2) Dark Sun. Dark Sun is a very unique and different kind of setting. When I first picked up this book, all I knew of Dark Sun was that magic wasn't liked and caused the world to turn into a desert. After reading it, I know now a bit more about the world and am more than willing to read more. City Under the Sand really did pique my interest in finding out more about the Dark Sun world.

Side Notes:
1) Editing. It really seems like City Under the Sand never reached an editors pen. There were horrible editing mistakes everywhere, mistakes that a second grader would have caught. There was even a time that a saw a mistake on every other page. Quite frankly, it was more than pathetic.
2) Gates of Madness by James Wyatt. City Under the Sand also contains the third part of an event that is going to spread the worlds of the Dungeons and Dragons novels. The first part is found in the paperback version of R. A. Salvatore's The Ghost King and the second part is found in Bill Slavicsek's The Mark of Nerath. The next part is going to be in Richard Lee Byer's Whisper of Venom, due out in November 2010. This part is titled "Sigil" and it's interesting, but I'm not quite sure what's it's building up to.
3) Cover Art. The cover art that was released with City Under the Sand is boring. It doesn't draw you in nor does look good. The two characters on the cover are, for lack of a better word, disgusting. They don't look good at all. In fact, they look horrible. Their faces look unnatural and sloppy. If they weren't on the cover, I think that the scenery would have been leaps and bounds better. The cover art that was used was just disgusting and very off-putting.

Overall: 2/5
Final Thoughts:
City Under the Sand had a number of problems. The story was rushed to the point that it became frustrating. There was not enough detail in anything due to the frantic pacing. The characters were so poorly developed that they could not have been there and I wouldn't have noticed at all. Aric was the only decent character, but he seemed more like a side character than a lead. Another problem is the lack of exposition, something that a first novel in a relaunch of a setting that's been gone for over a decade needed. There were a few good things but they were hard to come by. The beginning was superb, introducing the reader to the world of Dark Sun and making it exciting and thrilling. Too bad that this would only last for about thirty pages. However, the world of Dark Sun is still a very interesting setting and I wouldn't mind reading more about it. However, I don't feel comfortable recommending this to someone without a good amount of knowledge of Dark Sun lore. That said, it did get me interested in reading other Dark Sun based stories.

5 of 5 people found the following review helpful.
Its okay, Only if you LIKE Dark Sun
By Amazon Customer
Being an Avid fan of Darksun this novel was OKAY. That being said, it felt like a marketing campaign for WOTC. It almost read like a MODULE you would have purchased as an adventure. If you are not into Dark Sun at all...avoid this book.

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