Sabtu, 27 Februari 2016

@ Fee Download Fire in the Blood (Forgotten Realms), by Erin M. Evans

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Fire in the Blood (Forgotten Realms), by Erin M. Evans

SCRIBE- award-winning author, Erin M. Evans, continues the riveting tale of her Sundering character, Farideh, as she becomes embroiled in a Forgotten Realms-flavored game of thrones. 
 
In a direct follow-up to the third book in the Sundering series, The Adversary, young warlock Farideh falls into the midst of a battle for the throne of Cormyr. As the war brought on by the Sundering rages across Faerûn, princes and princesses, wizards and rogues scheme to capture the seat of power of the Land of the Purple Dragon—with Farideh and her allies caught squarely in the middle.

  • Sales Rank: #720841 in Books
  • Brand: Wizards of the Coast
  • Published on: 2014-10-14
  • Released on: 2014-10-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.46" h x 1.51" w x 6.42" l, 1.25 pounds
  • Binding: Hardcover
  • 528 pages

About the Author
ERIN M. EVANS got a degree in Anthropology from Washington University in St. Louis--and promptly stuck it in a box. Nowadays she uses that knowledge of bones, mythology, and social constructions to flesh out fantasy worlds. She lives in Washington State.

Most helpful customer reviews

6 of 7 people found the following review helpful.
Another gripping installment in the Brimstone Angels series
By C. Jefferson
Farideh was probably one of my favorite characters that I was introduced to in The Sundering series and The Adversary was certainly one of my favorite books. So of course I simply jumped at the opportunity to do an advance read of Fire in the Blood, the next installment in Farideh’s story.

Don’t be fooled by the scant details given in the book’s description. There is so much more here than one might see on the surface. Love, war, high fantasy, magic, demons, betrayal - it’s all part of Farideh’s story and more. What I think I particularly enjoyed about this second installment is getting to see Farideh’s interactions with others. There was more of that in this book than in the previous one and it demonstrated the level of depth that Evans has created for these characters and this world. I’m certainly looking forward to seeing more about Farideh in the future.

My one frustration was the way Farideh’s story turns, for a moment, to a focus on romantic relationships. Granted, they are a part of everyone’s existence, but the way a man can suddenly turn her off course and overwhelm her just seemed so contrary to the strong and independent personality that characterizes Farideh all throughout The Adversary. In the end, I think she comes back out on top, but it was surprising to see and had me worried for a few moments while I was reading.

(eGalley provided by the publisher via NetGalley in exchange for an honest review.)

3 of 3 people found the following review helpful.
4 stars
By Amazon Customer
Fabulous....the story is a trifle long and very "Realationshipy" Excellent characters."The Adversary" was clearly the best book in the whole
Sundering Shebang.....I hope the author is scribbling the sequel as we speak. One question in general for the realms bosses......can we leave Azuth dead? Are we bringing all of the gods back? Even Eldath our lady oh the bubble bath? (Puleeze!) Sorry. That was 3 questions
Anyway,read this book,you'll love it.D

2 of 2 people found the following review helpful.
Made me come back to the Realms.
By Amazon Customer
Over the past couple of years I have been slipping away from the Forgotten Realms. I used to devour every title I could acquire, but lately many of the stories seem to have stagnated. The Sundering is a good attempt to get the Realms back on track, but even some of those were flat. The two that I thoroughly enjoyed were The Godborn and The Adversary. Fire in the Blood was better than anything I could have imagined. It was the perfect mix of intrigue, romance, war, and darkness. Titles like these make me want to come back to the Realms full force. I eagerly await the next installation.

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Jumat, 26 Februari 2016

^^ Fee Download Master of Chains: The Fighters, by Jess Lebow

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Master of Chains: The Fighters, by Jess Lebow

A new series focusing on the popular character class Fighters!
 

The first title in a new Forgotten Realms series focusing on the popular Dungeons & Dragons® game character class of Fighters. Each title will feature characters with a different exotic style of fighting.  

  • Sales Rank: #1939132 in Books
  • Brand: Brand: Wizards of the Coast
  • Model: 96990
  • Published on: 2005-09-01
  • Released on: 2005-08-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.89" h x .85" w x 4.17" l, .34 pounds
  • Binding: Mass Market Paperback
  • 312 pages
Features
  • Used Book in Good Condition

About the Author
Jess Lebow edited the Magic: The Gathering™ anthologies; The Colors of Magic, The Myths of Magic, and The Secrets of Magic.  Lebow also wrote The Darksteel Eye, book two in the Mirrodin Cycle.

Most helpful customer reviews

8 of 8 people found the following review helpful.
Strengths and Weaknesses
By Kafu Rahmansha
Like many Forgotten Realms novels, Master of Chains is a simplistic adventure that is meant to be a quick read. In that aspect, it certainly succeeds. You won't remember this one as one of the greats in the fantasy genre, but taken for what it is, author Jess Lebow does manage to spin a tale that you should at least find entertaining.

Master of Chains is a simple tale of anger and revenge, with fights aplenty. Unfortunately, for all its action packed splendor, there are some serious deficiencies in the book. Most of these weaknesses present themselves in the plot itself. There are several hooks and holes in the tale that, if examined, make little or no sense. At times, characters make choices that are implausible or even laughable. However, that being said, if you come into this one not expecting a masterpiece, but rather a quick, entertaining read, you should enjoy it. Lebow does emit some emotion from the reader at times, and you will probably want to read to the end, if only to find out what happens to each character.

The bottom line here is don't expect a "thinker". Cleanse you mind of criticisms and just let Lebow take you for a ride of battles and emotion. If you can achieve that, you will enjoy this one.

3 of 4 people found the following review helpful.
Fights galore. Good Realms adventure.
By J. Stoner
I must say that I wasn't really expecting a great book when I read the back of this Forgotten Realms adventure. I was excited when I discovered that the character class books (The Rogues, The Priests) would be extended to the Fighters. Reading the book description gave me a strong impression of the movie "The Gladiator." Man is hero, man gets sold into slavery, man escapes, blah blah blah. You know the story, you probably saw the movie. Much to my surprise the back of the book is very non-descript (as has been the case with many Forgotten Realms books recently. They just give you a couple sentences with no real plot summary).

Anyway, this book was pretty good. I am really starting to enjoy these "stand-alone" adventures. There is nothing more to read here. No waiting for two more books over the next two years. However, there is room for a lot of development with these characters and region of the Realms with possible future short stories or other story overlaps. Or, maybe just within my imagination.

There are a lot of battles in this book. Most of them are pretty exciting. The "Master of Chains" is precisely that. He uses his chains in battle. However, the chains are not always the ones he was enslaved with, and gets ahold of some magical chain weapons. I was expecting the main character, Ryder to be chained up the entire time. Half the chapters are plotlines that are not directly related to Ryder. This book focuses on many fighters and even more fights.

This book also has the undead in it. Vampires and zombies and such. Interesting stuff.

The major problem with this book is that it follows the typical recent Forgotten Realms story line: in the prologue something strange and evil is uncovered in someones quest for greed. That person flees and the evil broods and plots for a long time. Then it gets unleashed in a disguised and sneaky way. Sound familiar?

Anyway... Great read. It will be interesting to follow the other "The Fighters" books to read about other barbaric and heroic deeds on the battlefields and in the dark alleys. If you are looking for a good quick Realms adventure, then this book will be right up your alley.

0 of 0 people found the following review helpful.
Decent Progression Through the Pages
By FicktionPhotography
This is your typical Forgotten Realms story with all of the flair: magic, vampires, dire wolves, zombies, magicians, with a mix of humans who seem to have some abilities as well. The story unfolds with the two protagonists, Liam and Ryder, two brothers from a small farming town held by a seemingly corrupt baron named Purdun. Liam and Ryder are part of a rebellious group called the Crimson Awl who fights against heavy taxation and the baron. That's really about it. There's no other depth to the Crimson Awl, but I digress.

Ryder becomes quickly captured, though Liam believes him dead, and Liam is left to try to lead the Crimson Awl, deal with the guilt of his parents and Ryder's grieving widow. What unfolds, however, quickly results in some role reversals, betrayal, outright stupidity, and the outlying force of vampires invading and causing a ruckus.

The true problem of the story becomes apparent with the rise of a powerful vampire mistress named Shyressa who is hungry for not only blood, but power. That seemingly corrupt baron is the only thing stopping her from dominating the part of the world where all of these characters reside. And so, transitions occur.

The story is written loosely, but well, and it's an easy, quick read. However, the depth of the characters and the difference of opinions and feelings that arise seems uncannily quick (the entire span of the novel is just a few months). Hard formed alliances that have lasted years change and feelings of love and compassion are shattered rather quickly replaced by new loves and compassion and loyalty. It makes me think I'm reading a story about a bunch of hot-headed dolts. The only characters that make sense for changing allegiance so quickly are the vampires, considering they don't have a choice in the matter once bitten.

However, I am not above giving credit where credit is due. It's a good story, one that leaves you at a cliffhanger at the end of each chapter, and the book itself. Good is just about all I can say. It doesn't stand out and it doesn't completely want me to give up on reading either. It's just slightly flat where more depth could be added. The story can be read in a few days and if you're anything like me you'll feel fairly neutral about the whole thing.

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Minggu, 21 Februari 2016

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Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement), by Rob Heinsoo, Chris Sims, Eytan Bernstein, Greg Bilsland, Jesse Deck

Hundreds of old and new monsters for your 4th edition D&D(R) game!

This core rulebook presents hundreds of monsters for your D&D campaign. Classic monsters such as centaurs and frost giants make their first 4th edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic levels.

  • Sales Rank: #111694 in Books
  • Brand: Wizards of the Coast
  • Model: 23966
  • Published on: 2009-05-19
  • Released on: 2009-05-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.40" h x .60" w x 8.60" l, 1.85 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • 224 Pages
  • Monster Manual 2 Rules

Most helpful customer reviews

35 of 35 people found the following review helpful.
Good stuff
By Tenzen
This book continues to build on the 4th edition core mechanics by providing tons more creatures for DM's to choose from when building encounters.

As mentioned by a previous reviewer, there are lots of variations on existing monsters and fewer brand new monsters. I personally think that is the better way to go. D&D has a lot of good core monsters, no need to include all sorts of bizarre, weird, and silly new creatures. What is much more useful is to creature variations of existing monsters at different encounter levels, and this book just does that.

The encounter groups listed at the end of each monster race entry include both Monster Manual 2 and original Monster Manual creatures, a nice touch.

Lots of humanoid races are included such as Duergar, Bullywugs, Myconids, Centaurs, and other classics from previous editions. They also expanded on some of the existing core races from both the Player's Handbook and Player's Handbook 2: Eladrin, Devas, Humans, Half-Elves, Half-Orcs, and Goliaths.

This book focuses almost exclusively on monster mechanics and it delivers exactly that. However I ding it one star for a combination of little things.

1) There is a great table in the back breaking down monsters by level, listing their type (Skirmisher, Brute, etc.) and the page number. Scattered throughout the book are pre-built encounter groups and they vary in level from the monsters they contain. It would have been trivial to gather up all those encounter groups into a table in the back of the book like they did for the individual monsters, but they didn't. (They didn't do this in the original Monster Manual, which I didn't like either.)

2) There is no good mechanism for adjusting monsters up or down in level based on the adventuring party's level. There are only so many monsters in the book so I think it would add more to the playability to have a way of altering existing monsters based on the target encounter level. I am hoping this will come out in the Dungeon Master's Guide 2 but I'll have to wait and see. (Again, the original Monster Manual didn't have this either.)

Overall a great reference for DM's.

12 of 12 people found the following review helpful.
Excellent volume
By Mike Karkabe-Olson
Like others have mentioned, I like the fact that there are a lot more low-level monsters to round out the epic tier campaign... especially staples from past editions (giant ants, bullywugs, etc.). I also like the tact they've taken in providing numerous builds and variances for common monsters and races. It makes it easier to create tier-appropriate encounters on the spur of the moment (and to create preplanned adventures without having to resort to creating your own appropriate variances... at least not as many).

10 of 10 people found the following review helpful.
More useful than the first one
By Meanwhile
I almost wish this book had come out before the first Monster Manual. I know the MM had to cover a certain amount of ground with the monsters you "need": goblins, orcs, etc. But the choices at low levels were always so limited and boring.

Monster Manual 2 adds so much variety to the heroic tier, it almost makes me want to start my campaign over! What I would have given to have giant ants, myconids and bullywugs in the early days of my storyline! Oh, well, bygones.

Of course, this book is also packed with typos, contradictions, and oversights, just like every 4th Edition book ever. That's why I'm docking a star. It really is getting ridiculous that these guys can't put together a clean book once in a while.

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Sabtu, 20 Februari 2016

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Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Andy Collins, Jesse Decker, David Noonan, Rich Redman

This supplement presents an inexhaustible source of new rules to introduce into your DUNGEONS & DRAGONS game. Inside are ideas, options, and alternatives to the standard D&D rules you can choose from to fit your campaign's style of play. From variant classes, races, feats, and abilities to alternate spellcasting options, Unearthed Arcana offers a tremendous array of material for you to explore.

  • Sales Rank: #211780 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Sourcebooks
  • Published on: 2004-02-01
  • Released on: 2004-02-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .70" w x 8.40" l, 1.90 pounds
  • Binding: Hardcover
  • 224 pages

About the Author
Andy Collins's most recent credits include the Epic Level Handbook, Draconomicon, Complete Warrior, and contributing to the D&D Player's Handbook v.3.5.

Jesse Decker has written numerous articles in relation to the D&D game, and his most recent credit is the D&D Arms and Equipment Guide.

David Noonan's most recent credits include the D&D accessories Stronghold Builder's Guidebook, Hero Builder's Guidebook, Complete Warrior, and the Urban Arcanaª Campaign Setting.

Rich Redman's most recent credits include contributing to Deities and Demigods, Defenders of the Faith, Monster Manual II, Savage Species, and the D&D Arms and Equipment Guide.

Most helpful customer reviews

50 of 53 people found the following review helpful.
Some Decent Material
By A Customer
Overall, I'm pleased that I bought this one, though it is far from perfect. Perhaps the Hit-or-Miss quality of the text, though, is derived not so much from poor conception or execution, but rather from the opposite; after all, this text attempts to collect some of the more interesting "house rules" variants out there, and by definition, different variants would seem to appeal to different gamer-geeks.
Cool Things:
--sections on "reducing level adjustments" (buying off LA with XP later on) and "bloodlines" (adding a touch of bizarre ancestry to a PC) are well thought out.
--in terms of class variants, some of the wizards are decent, but the paladin (i.e. of any alignment) really shines.
--the "character traits" (personal quirks added at generation, a la *Fallout*) and "character flaws" (taking penalties at generation to add bonus feats, a la White Wolf) are long overdue to this system; the "spelltouched feats" (adding event-specific magical abilities) are also fertile.
--the "defense bonus" variant (a level-contingent statistic like attack bonus), "armor as damage reduction" (self-explanatory?), and "damage conversion" (armor changes lethal damage to non-lethal) are all great; the "variable modifiers" variant (instead of BAB +4, say, one would instead add d8 to the standard d20 roll) is also smart.
--many of the magic variants are useful, such as "summon monster variants" (individualized or themed lists), "metamagic components" (such feats have costs in this case), "item familiars" (why not? there's tons of intelligent constructs otherwise), and "incantations" (complex magickes that can be cast by anyone).
--the final section, about campaigns, really delivers; here, we get rules for "contacts" (a la White Wolf), "Reputation" (yeah, like in *Baldur's Gate*), "Honor" (which would seem to be self-explanatory), "Taint" (evil corrupts, after all), and "sanity" (yes, that nearly perfect stat from *Call of Cthulhu*).
Holistically, the text displays the same sub-par attention to editing as other WotC releases, and the artwork varies considerably in quality (compare the "Paladin of Tyranny" on 53 to the gamer-geek group on 134, for instance). I tend to consider the rest of the text uninteresting for my purposes, though others will surely, and with good reason, find such items useful. And that diversity is precisely the value of the text overall. (It is fair to note in this connection that nothing is particularly badly done, though the "racial paragon classes" are a bit too ubermenschy for my political taste--the game already suffers from a tolkienesque proto-fascistic racialism as it stands; no need to make it even more arriere garde.) The text might be a bit pricey, however, if one ends up using merely one third of the rules contained herein. That said, I'd note that the rules for sanity alone justify the (reduced amazon.com) expense for me.

0 of 0 people found the following review helpful.
Three Stars
By Amazon Customer
Not written as a story. It is a supplemental rule/guidebook for D&D 3.5

18 of 18 people found the following review helpful.
Creative, interesting, far too brief, and the price has come down...
By ChomskyKnows
- First: Don't buy at full price. Some Amazon marketplace sellers are selling this as low as $9. I was expecting disappointment based on the low-balled price, but I was wrong!

- Second: Don't confuse this with TSR AD&D 1st Ed Unearthed Arcana or Sword & Sorcery Arcana Unearthed. Both cool books.

- Third: Don't read the Amazon description. It makes you think this book is all about strongholds for some reason...

- A minor annoyance is that WOTC already have a DMG2 released and a Player's Handbook 2 planned, and the material herein would be better placed/organized into a larger 500+ page Player's Handbook and larger 500+ page DMG respectively or just merge all these things entirely. Monte Cook did it with a huge Arcana Evolved. Why can't WOTC do this? Why all the individual books (this one is barely 200+ pages)? It's stupid to flip through 100 different books to see all the different classes and races available, make 1 race book, 1 class book and so on...Everyone else is doing it (Moongoose, Green Ronin) but WOTC. I think Hasbro has enough money.

- Its variants, house rules, and draws from a variety of sources and influences old and new as others have suggested. You have race variants (desert elf, aquatic gnome, etc. not terribly exciting), class variants (new paladins, etc., cool), Gestalt classes vs. multi-classes (nice), many "Bloodline" race-types (a succubus mates with a human creating a human with some demon bonuses - very interesting), Character traits and flaws, item familiars (very cool), insanity (which goes back to the original AD&D DMG 1st Ed), Rep and Honor (goes back to original AD&D Oriental Adventures 1st ED), Spell points instead of Spell memorization (fire and forget method) (many people use this spell pt house rule), the racial Paragon (sort of like a Prestige Race). On and on. Very neat stuff...

Criticism that this book has contradictory rules or not-well-thought-out cohesiveness is missing the point. I like this book more than the regular DMG or PHB.

See all 40 customer reviews...

Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Andy Collins, Jesse Decker, David Noonan, Rich Redman PDF
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Senin, 15 Februari 2016

## PDF Download Dungeons & Dragons 3.5 Player's Handbook, by Wizards RPG Team

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Dungeons & Dragons 3.5 Player's Handbook, by Wizards RPG Team

Wizards of the Coast reignited and reinvigorated the roleplaying game community when it released the 3rd Edition DUNGEONS & DRAGONS game in 2000. In 2003, the core game rules were revised to include errata and playtesting feedback, and then re-released as this series of v.3.5 core rulebooks.

This reprint of the v.3.5 core rulebooks keeps this popular version of the D&D game in print and available to 3rd Edition players seeking to replace their old books as well as new players seeking a 3rd Edition game experience. This book includes the most up-to-date Player's Handbook errata.

  • Sales Rank: #42982 in Books
  • Brand: Wizards of the Coast Games
  • Model: A0242
  • Published on: 2012-09-18
  • Released on: 2012-09-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .80" w x 8.60" l, 2.64 pounds
  • Binding: Hardcover
  • 320 pages
Features
  • Wizards of the Coast
  • A0242
  • Please Come Again!
  • Shipping Weight: 3 pounds

Most helpful customer reviews

41 of 46 people found the following review helpful.
Wizards Doesn't Miss a Trick
By Clark B. Timmins
Physically, the book is well-produced and durable--just like the original WotC printings. The contents appear nearly identical with older PHBs, though any revisions are not clearly identified. Then again, changes in the PHB were often difficult without a side-by-side comparison. It is nice to find this new production available for new players. Everything that applies to the "old" 3.5 PHB applies here; presumably this will be the last word in the 3.5 product's evolution. I suspect the main customers of this edition will be gamers joining an existing 3.5 campaign.

I found it interesting (and a little disconcerting) that the 1.0 edition reprints still feature Gygax's name but the 3.5 edition reprints strip the authors' names from the covers. That sucks.

I guess WotC got a little excited seeing what used copies of the PHB 3.5 were going for on eBay and decided to cash in on some of the action. The fact that they are reprinting the 3.5 edition and the 1.0 edition core books speaks volumes about the commercial situation of 4th edition. I don't think they're going to get the market back from Pathfinder.

14 of 15 people found the following review helpful.
The Best D&D
By Mr. Ash
I was overjoyed when they decided to do a special edition and reprint it. Mine was a soft cover, and is dilapidated beyond belief, seriously it's about 60% scotch tape and now I can get another and with errata for a decent price.

Now on the subject of the system. It has a dead perfect amount of variables and skills, equipment etc in the main books and a lot of nice theme books for more specific stuff. It's loose enough to allow for good level of customization without too much having to fill in blanks with little information. The company ombat rules are super fair and well put together, there's a good mix of spells and it's just super well balanced. 4th ed killed all customizability and the overall spirit of the game. Anyway, 3.5 is, in my own opinion THE pinnacle of d&d. Highly recommended, I've played for ten years and this was ny favorite edition to both Dm and play.

7 of 7 people found the following review helpful.
Good news & bad news
By Wulfstan
This new edition of the classic 3.5 PHB has the errata, etc seamlessly edited in- that's the good news. The bad news is that it's seamlessly edited in, thus other than the spiffy new cover it doesn't seem like it's new. But quite a bit has changed.

It's nice that WotC has admitted that 3.5 was a classic and are now giving it some support.

I still prefer Pathfinder but for my one remaining 3.5 game, this was a nice thing to find. Everyone still playing 3.5 (or thinking of going back after 4th ed) needs to get one of these.

See all 120 customer reviews...

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Rabu, 10 Februari 2016

* Free Ebook Lost Empires of Faerûn (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Richard Baker, Ed Bonny, Tr

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Lost Empires of Faerûn (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Richard Baker, Ed Bonny, Tr

A sourcebook unearthing the ruins and secrets of the fallen empires of the Forgotten Realms campaign setting.

For the first time, the secrets of past empires of the Forgotten Realms world are chronicled in one comprehensive sourcebook. For players, this book contains new options for characters wishing to delve into ancient ruins, including new feats, prestige classes, magic, and equipment. For Dungeon Masters, this book contains new material associated with ruins, including rules for how to build and sustain a ruin-based campaign, more than a dozen detailed adventure sites with maps, and new monsters and artifacts.

AUTHOR BIO: Edward Bonny is a freelance designer who has written numerous articles for Dragon® Magazine. His previous design credits include Monster Manual™ II.

AUTHOR BIO: Travis Stout is a freelance designer who has written several articles for Dragon Magazine and whose previous design credits include Player’s Guide to Faerûn™.

  • Sales Rank: #338113 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-02-01
  • Released on: 2005-02-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.18" h x .64" w x 10.10" l, 1.70 pounds
  • Binding: Hardcover
  • 192 pages
Features
  • Used Book in Good Condition

About the Author
EDWARD BONNY is a freelance designer who has written numerous articles for Dragon® Magazine. His previous design credits include Monster Manual™ II.

TRAVIS STOUT is a freelance designer who has also written several articles for Dragon® Magazine and whose previous design credits include Player's Guide to Faerûn™.

Most helpful customer reviews

42 of 42 people found the following review helpful.
Finally!!!!
By Jolly Father
Finally it's here! This book was worth the wait. Lost Empires has it all. Well almost. Most of the magic items and artifacts ever published in previous editions for Forgotten Realms (Nether Scrolls anyone) and most of the spells (Sakkratar's Triple Strike maybe). There are 16 new feats most of which are pretty good and useful (Craft Scepter is nice (2 spells up to 7th lvl with 50 charges), Arcane Manipulation is even better (up to 3 higher lvl spell slots are devided to give you many more lower lvl spell slots). There are 5 prestige classes out of which I'd select Olin Gisir (an elven "keep the bad stuff hidden" arcane spellcaster - gets secrets similar to the Loremaster, but every 3 lvls). The best part regarding the spellcasting are 2 new epic seeds: Mythal Seed and Shadow Seed. And then a really detailed explanation on making mythals. Really nice. Some old (and dead) gods are presented and there are a few pages of info and tables on "what's in that ruin type of stuff." The information about various ancient and lost empires and how they impact modern Faerun is well presented. Every "empire" or "time period" (Crown Wars?) chapter starts of with a timeline, and then presents an overview of the most important features and historical information regarding the specific empire or time period. A number of present day sites are detailed and even some adventures or adventure sites are connected with each lost "empire". In short: If you liked AD&D 2nd Ed "Nethril: Empire of Magic", "How the Mighty are Fallen", "Cormathor: Empire of Elves" and "Fall of Myth Drannor" you're gonna like this book even more. Crown Wars, Nethril, Imaskari, Cormanthyr (Myth Drannor), Realms of the High Forest (Ammarindar, Delzoun, Eaerlann...), The Old North (Ardeep, Illusk...), The Impreial South (Tethir, Shoon Imperium...). Each "period" also has a very useful "Information table" that sets DCs for know (history) checks and explaines how detailed information should DM give to the players and there is also enough historical information that DM's won't have as many problems as they did in the past when players asked about certain "Lost Empires" after a good knowledge (history) check. In the end there is a monster chapter which gives some updated monsters and presents some new ones (Phaerimm, Helmed Horrors, Baneguards etc.). All in all worth the money spent.

25 of 25 people found the following review helpful.
Relevance is the key
By Aethor
I greatly looked forward to this book and was not disappointed. The Forgotten Realms is extremely rich in history that has been developed over the long years of its publication and this is truly a comprehensive source of that. The authors have touched on just about every area I can think of and they have done it well.

The book is divided into several sections, each dealing with a different geographic or cultural area. For instance, one section deals with the crown wars (wars between elves almost exclusively) and the elven nations involved (which covers a large area of Faerun) while another area covers the North and includes detail on several elven realms that had little part in the crown wars. They have timelines for each section of the book.

To be clear though, these histories are given not as a tool to play during those times, but as reference points to incorporate the locales of these ancient empires into the current timeline and an existing campaign. They bring the histories up to the current timeline and give you a good idea of what is going on in the ruins of these empires and the doings of the decedents of these empires.

On top of all of this rich history and information is a great deal of good crunchiness. There are several prestige classes, all of which seem well balanced and a great section on new spells and magic items. They even have specifics on mythal creation which is just plain cool to me. Going back to the integration of the past to the present, there is a section about Hellgate Keep and there they specify magic items of goodly races know to have been lost by fallen heroes there (items from the PGtF and this book).

All in all, a great tool for ANY dungeon master running ANY Realms Campaign for its information on ruins (dungeon - hint, hint) and its balance of historical information and crunchy bits. By far one of the most useful Realms products for any edition.

13 of 16 people found the following review helpful.
The misty past of Faerun, now yours to discover
By Peter Craig
I always loved the 3.5 (3.0) Forgotten Realms accessories, but I must say that this book is perhaps the best in the series.

This books gives you a +10 competence bonus to your Ancient History(Faerun) skill, as it offers you in-depth knowledge on almost all of the great empires of the past. You can learn all, about the great elven empires, about the history of the Sword Coast, about the phaerimm manace, etc.

Also, you will find some great feats, prestige classes and spells in the book. Some of them are not really for players, but for the DM (and to the NPCs). Players will also find it interesting, if for nothing else, then to add some flavour to the game.

I found it also great that young DMs get some help in a separate chapter to create adventures based on the "ancient theme". Of course, even old DMs, like myself can learn a lot from it.

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~~ Free PDF Compelling Evidence and Prime Witness, by Steve Martini

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In "Compelling Evidence", defense attorney Paul Madriani is forced to leave his job with the prestigious firm of Potter, Skarpellos after having an affair with Potter's wife. Then on the eve of Potter's nomination to the U.S. Supreme Court, he's found dead. And it's up to Madriani to prove that Potter's wife--and his ex-lover--isn't a murderer. And in "Prime Witness", the rural college town of Davenport, California, has been rocked by two sets of double murders. It's up to Madriani to find the killer. Abridged. September '98 publication date.

  • Sales Rank: #5582610 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1998-09
  • Format: Abridged
  • Original language: English
  • Dimensions: 7.00" h x 4.50" w x 1.25" l,
  • Binding: Audio Cassette
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  • Used Book in Good Condition

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0 of 1 people found the following review helpful.
Steve Martini Collection
By suzil
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Your description of the condition was perfect. Although the box showed wear and tear, the tapes are in great condition. As expected when I received in mail.

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Selasa, 09 Februari 2016

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Writing in the Center: Teaching in a Writing Center Setting, by Irene L. Clark

Book by Clark, Irene L.

  • Sales Rank: #3942232 in Books
  • Brand: Brand: Kendall Hunt Pub Co
  • Published on: 1998-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 7.50" w x .75" l,
  • Binding: Paperback
  • 260 pages
Features
  • Used Book in Good Condition

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## Download PDF Races of Faerun (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting), by Sean K. Reynolds, Matt Forbeck, James Jacob

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Races of Faerun (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting), by Sean K. Reynolds, Matt Forbeck, James Jacob

Discover the Diverse Denizens of the Realms

Encounter reclusive avariel, arrogant Calishites, noble centaurs, and bold Rashemi. From the steppes of Thay to the shores of Evermeet, the inhabitants of the Realms are as distinct as the regions from which they hail, whether hero, henchman, villain, or villager. With complete information about the noteworthy races, subraces, and ethnicities scattered throughout Toril, Races of Faerûn offers a detailed look at the many and varied peoples who inhabit the Forgotten Realms game setting.

* 80 new feats
* 26 new magic items
* 8 new monsters
* 9 new prestige classes
* 13 new spells

To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

  • Sales Rank: #418063 in Books
  • Brand: Forgotten Realms - Core Rules & Sourcebooks 3rd
  • Published on: 2003-03-01
  • Released on: 2003-03-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .60" w x 8.59" l, 1.70 pounds
  • Binding: Hardcover
  • 192 pages

About the Author
Sean K Reynold's recent credits include contributing to Lords of Darkness, Magic of Faerûn, and the Forgotten Realms Campaign Setting.

Matt Forbeck's most recent credit for Wizards of the Coast, Inc. is the Stronghold BuilderÕs Guidebook.

James Jacobs works in the Sales Department at Wizards of the Coast, Inc. and has contributed articles to both Dragon® Magazine and Dungeon® Magazine.

Eric L. Boyd has written articles for both Dungeon and Dragon Magazines and is the co-author of Cloak and Dagger and the author of Drizzt DoÕUrdenÕs Guide to the Underdark.

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11 of 11 people found the following review helpful.
An Excellent Book, Wizards is Outdoing Themselves
By Lockarm
Three years ago, Wizards of the Coast breathed life into the shriveled, wheezing husk that the Dungeons & Dragons game had become. With few exceptions, their experience with Magic: The Gathering and their other product lines has proven to be a key element in their design of this newest edition of the D&D game, and Races of Faerun is no exception.
This book is an accessory for use with the Forgotten Realms Campaign Setting (which was very thorough and in this reviewer's opinion a tough act to beat). As usual, the Wizards have outdone themselves with an organized layout, quality artwork, and, most importantly, useful, enjoyable content. This book discusses the history, motivations, societal structure, and character elements of the major races on Faerun (elves, dwarves, halfings, humans, half-elves, gnomes, and half-orces), as well as some of the rarer and more obscure races (planetouched beings such as fey'ir, for example).
The histories are richly details and well-written, making them readable and understandable for all levels of player. Perhaps most interestingly, the histories also shed some much-needed light on the origins of many of the until-now-obscure special abilities of many of the races (for example,a nd most prominently, the preternatural resistance of elves to sleep and charm spells).
For players interested in playing these races, the effective level adjustment system is an innovative way to balance powerful races. This system trades power for advancement speed, slowing a more powerful race's level progression in exchange for special abilities and advantages.
If I have one criticism, it is the quantity of race-specific feats included in the appendix of the book. While scads of new feats are always a welcomed addition for the sake of diversity (and I know the book is called RACES of Faerun), some of these feats are extremely specialized, to the point where I believe they simply could have been included as special racial abilities, or made more general to allow other races to take advantage of them with the proper prerequisite training.
Overall, an excellent book, an excellent buy, and one of the many reason for Wizard's success with the new D&D game.

11 of 11 people found the following review helpful.
Critical info for Faerun
By Wulfstan
Well, this book covers many races for Forgotten Realms. It also adds in a few interesting feats and a few items. It gives much greater depth to all the races already covered in FRCS. However, there is one problem here- if the race already had it's base stats covered in FRCS, only the extra "fluff" is here, none of the "crunch". This means you'll need both books, and note that Race of Faerun is 3.5 and FRCS is 3.0, so there's a little problem here. I'd have prefered a bit less fluff, and the basic race stats redone for all.
However, there are also quite a few interesting new races here, some which were only covered lightly in another supplement. For instance, there are complete rules for playing a Shade or a Wemic.
There is also a lot of background fluff on the various human "races'. This may thrill you or bore you- depending.
Anyway, if you play in the FR, at least one of your group should get this book.

13 of 16 people found the following review helpful.
An Excellent Resource!
By Scott Sloan
Races of Faerun provides more background to some of the lesser known, but just as popular other races that populate the Dungeons and Dragons world of Faerun. For the more experienced players old friends such as the Winged Elves are finally brought up in the Third Edition rules. For the new player many more choices will be laid out before them to make thier character truly unique, and game masters across the world will be pulling thier hair out as players try to utilize as much as possible in making the game their own. Each of the 50 or so races are explored well, and in a fair amount of depth. The book explores region, equipment, religion, and even feelings toward some of the other races. The art is nice, and the game content is just first rate.
This is one sourcebook that EVERYONE can use, and not have to worry about learning too much information. The price is a bit steep for the half hearted player, but the book really is very nice, and worth the money you are going to shell out. I was just happy to see one of my favorite raves the Wemic included, but was a bit disappointed that the Saurials were dropped for "Lack of Interest". I was interested! I won't let that one decision override or cloud a glowing review of another excellent product put out by Wizards of the Coast.

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