Jumat, 28 Februari 2014

! Free PDF Power of the Jedi Sourcebook (Star Wars Roleplaying Game), by J.D. Wiker, Michael Mikaelian, Jeff Grubb, Owen K. C. Stephens, James Malisz

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Power of the Jedi Sourcebook (Star Wars Roleplaying Game), by J.D. Wiker, Michael Mikaelian, Jeff Grubb, Owen K. C. Stephens, James Malisz

You must learn the ways of the force...

Through training and meditation, you hone your skills as a warrior and mediator. Armed with a lightsaber and the power of the Force, you stand against the darkness of the Sith and the tyranny of the Yuuzhan Vong. Only with the Force as your ally can you overcome the temptations of the dark side and bring peace and justice to the galaxy.

This sourcebook features:
• New Jedi skills, feats, equipment, vehicles, and starships
• Advice on playing and Gamemastering Jedi heroes
• The history of the Jedi and the Jedi Code
• New prestige classes, including the Force warrior and Jedi healer
• Force-using creatures, aliens, and character archetypes
• Discussions of Jedi traditions throughout the various eras, including game statistics for dozens of characters

To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

  • Sales Rank: #712635 in Books
  • Published on: 2002-08-01
  • Released on: 2002-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .56" h x 8.40" w x 11.08" l,
  • Binding: Hardcover
  • 160 pages

About the Author
OWEN K. C. STEPHENS recently helped write the Star Wars Roleplaying Game, the Star Wars Fast-Play Game, and The Rebellion Era Sourcebook. He lives in Oklahoma.

JEFF GRUBB's recent credits include the D&D accessory Manual of the Planes and the three Ice Age Cycle novels in the Magic: The Gathering world. He lives in Washington state.

MICHAEL MIKAELIAN is the associate editor of Star Wars Gamer and Star Wars Insider magazines, and he has contributed articles to both publications. He lives in Washington state.

JAMES MALISZEWSKI is a Canadian freelance writer whose recent credits include Prophecies of the Dragon, an adventure for The Wheel of Time Roleplaying Game.

Most helpful customer reviews

26 of 27 people found the following review helpful.
The Jedi's Handbook
By Scott Owen
The Power of the Jedi Sourcebook is a full-color, hardcover resource for all things pertaining to the Jedi Order. Continuing from the standard set by the Dark Side Sourcebook, the "PotJ" book combines information and utility with a tasteful arrangement of interior artwork and photos.
Most players will probably be most interested in the selection of new Jedi Prestige Classes, Light Side Force skills, feats, and equipment that the book offers. But there are also sections discussing Jedi history, Jedi traditions, new equipment, and new force-sensitive creatures. There are entries on important characters, important locations, and even advice on how to run a Jedi campaign. And of course, no book on the Jedi would be complete without a discussion of Force Spirits. This is also a section discussing new races, but most of these are also in the newer Ultimate Alien Anthology.
This book has been one of the important resources in my Star Wars campaign. I've really enjoyed using the Prestige Classes. From the Jedi Healer to the powerful Jedi Weapon Master, players now have a much wider range of advancement options open to their characters. In addition many of the force-sensitive characters, creatures, and locations have already popped up in my storyline. I also found the notes on running a Jedi campaign to be very useful, for not only can they guide a GM but they can also aid players on how a Jedi should conduct himself.
However, I do have a few minor complaints. A few of the Light Side force skills, particularly Force Light and Sever Force, seem to be quite powerful. Perhaps this is because they were based on the abilities of comic-book characters, but in any case, it was a wise move that such skills may only be acquired with GM approval. I would have also preferred to see a much more in-depth history section, particularly as it pertains to the Tales of the Jedi storyline. Finally, I felt that the maps for some of the important locations were fairly inadequate.
However, as I noted earlier, these were minor complaints.
Overall, I found this to be an outstanding addition to my Star Wars campaign. I use it often, and it is likely that I will continue to do so for some time to come. Whether you're the GM of a campaign with Jedi in it, or whether you're a player wanting to explore the possibilities of a Jedi character, I'd recommend this book as a solid investment.

22 of 24 people found the following review helpful.
A very useful insight to the Jedi
By A Customer
This supplement is quite useful for anyone who likes the Jedi classes in the Star Wars D20 RPG. Beyond being great game material, it's also excellent source material. There are many things that are finaly given to the Jedi or explained in this book. For one thing, the code of conduct, The Jedi Code, is better explained as is the life of a Jedi. Just like in The Dark Side Sourcebook, there is a rich history of the Jedi Order as well as history on Light Side sights. Of course, there are things like awesome prestige classes (Force Warrior, Jedi Weapon Master, Jedi Healer to name a few). All in all, an excellent buy whether you're interested in Star Wars as a general fan or enjoy the RPG. The Force is strong with this one.

0 of 0 people found the following review helpful.
Come to the Light Side
By Oco
Amazing book, with Jedi way in all forms. For your Star Wars campaign, here we have prestige classes, Light Side force skills, and a entire chapter about Jedi history, Jedi traditions...this is the best, in my opinion. With this, you can show and teach to the players what really means to be a Jedi. Its is not about rolling dices and kill enemies. It's better than that.
I recommend this book, it is a good investment.

See all 11 customer reviews...

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## Free Ebook The Two Swords (The Hunter's Blades Trilogy, Book 3), by R.A. Salvatore

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The Two Swords (The Hunter's Blades Trilogy, Book 3), by R.A. Salvatore

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The Two Swords (The Hunter's Blades Trilogy, Book 3), by R.A. Salvatore

Paperback version of the #4 New York Times best-selling hardcover.
 

This title is the third and final book in the latest trilogy from R.A. Salvatore, which once again features his popular dark elf character Drizzt Do’Urden™. The hardcover release of this title had the highest debut ever on The New York Times best seller list for a Salvatore title with Wizards of the Coast at #4. The title stayed in the top twenty for five weeks. Both of the previous titles in the series were also New York Times best sellers upon hardcover release, and the first title, The Thousand Orcs, hit the list upon mass-market release as well.

  • Sales Rank: #43533 in Books
  • Brand: Wizards of the Coast
  • Model: 96987
  • Published on: 2005-09-01
  • Released on: 2005-08-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.87" h x .99" w x 4.16" l, .40 pounds
  • Binding: Mass Market Paperback
  • 376 pages
Features
  • Great product!

Amazon.com Review
As The Two Swords begins, newly ressurected dwarven King Bruenor Bruenor Battlehammer and his subjects are sealed in Mithral Hall. Beyond their gate lies the slavering orc army of King Obould Many Arrows, who schemes beyond the mere death of dwarves and seeks to establish an honest-to-Gruumsh kingdom--the Kingdom of Dark Arrows--at the foot of Mithral Hall. Meanwhile, the dark elf Drizzt Do’Urden still believes his dear companions dead and seeks to exact his vengeance on the mighty orc king. But Drizzt and Bruenor may have met their match with Obould. It will take a new dwarven-elvish-human alliance and dark pacts with the likes of the evil frost giants and a familiar sentient sword name of Khazid'hea to be rid of this new orcish blight.

This novel is a must read for fans of Salvatore's version of The Forgotten Realms as it redraws the D&D-inspired world's political borders with the requisite teeth-rattling combat. And while it concludes the trilogy, the tale will leave readers primed for the showdown to come with Kingdom of Dark Arrows. Also, for fans of the author's more lovey-dovey plottings, Salvatore includes a shockingly cruel revelation involving a vital supporting character and, believe it, that pesky talking sword, Khazid'hea. --Jeremy Pugh

About the Author
R.A. Salvatore was born in Massachusetts in 1959 and still makes his home there. He has published numerous Forgotten Realms novels with Wizards of the Coast, Inc., most of which have been New York Times best sellers.

Most helpful customer reviews

25 of 26 people found the following review helpful.
Conclusion(?) to the Hunter's Blade Trilogy
By Dennis Keithly
'The Two Swords' is the third volume of the 'Hunter's Blade Trilogy.' Interestingly enough, R.A. Salvatore decided not to resolve most of the plot lines started in the first two novels of this trilogy. The focus of the novel is how Drizzt will reunite with his friends, whom he believes dead, and how his friends are struggling to deal with the massive orc presence outside the gates of Mithral Hall.

The only major plot line to reach a conclusion in this novel is that of what Drizzt will do about Cattie-Brie. There has been a bit of a love triangle between these two characters and Wulfgar since early on in the series. Finally, Drizzt makes his decision. Just when it appears resolved, events in Wulfgar's world cloud the picture. Any more details than that will spoil the story.

Other than that, the novel fails to resolve the rest of the major plot lines, and instead resolves a few more minor ones. Drizzt and the surface elf Inovindil bring their quest for the captured pegasus to a conclusion. A few more characters meet their demise in this novel. However, none of them were really major characters in the trilogy.

Ultimately, the novel keeps open the major plot lines for future novels, and introduces a few more. For instance, anxious to read about how the heros deal with Obould? Although there are confrontations, nothing is resolved here. Same for the presence of the Orcs outside Mithral Hall.

This novel ends with essentially the introduction to the next novel or trilogy in the series. I did find that irritating. While I don't mind authors setting up future novels or trilogies in their current trilogy, it seemed a bit odd to not conclude this trilogy within the trilogy. There may not be a conclusion to this trilogy in the next few novels either because Salvatore has already introduced new plot lines that promise to shape the next novel or two.

All this being said, I still enjoyed the book. There are plenty of detailed and expertly woven fight scenes. Salvatore seems to be the master of dark elves and dwarves and has created a very identifiable species stereotype for each. Salvatore's characters are classics, if not a bit invincible. If the reader had a dime it appeared one of the five major characters received a fatal blow, then nobody would have to buy his books. Still, they are familiar, unique, and occassionally imitated but never really duplciated. Fans of the Drizzt series will enjoy this book, but the one they'll really be looking forward to will be coming a bit farther down the line.

Grade: 4 stars.

22 of 25 people found the following review helpful.
Wavering between three and four stars -- some disappointment
By Doc
Well, as indicated by the other reviewers, despite this being book three of the trilogy, the end is very free of resolutions. Rather, more avenues are opened up and not addressed.

Drizzt and Innovindil continue their efforts to fight the orc legions, with Drizzt and Obould the orc-king finally meeting in combat. However, Salvatore changes gears slightly and makes this enemy beyond Drizzt's normal abilities. Salvatore does, however, make no secret of getting to Drizzt the tools needed for the job. While the battles show some of Salvatore's old flair, the inability of Drizzt the Invincible to defeat this blessed orc grates against me, especially given the inner rage Drizzt feels for this orc having killed (so Drizzt believes) his closest companions.

The nonexistent love quadrangle between Catti-Brie, Wulfgar, Drizzt and Delly Curtie is played too far, as well as some cliched use of a newly-childless mother in her grief, to move this story along. It almost seemed like the cast might have been too large, and some of the chaff needed to be separated from the grain. Suffice to say that a number of consistent supporting characters do not survive this book intact, though the primary players of the Drizzt series come through for the most part. There is also still some notable lack of appreciation from the Nesmeans despite the efforts of those from Mithral Hall to aid them, selflessly.

The end of this novel, though, leaves nothing finished. A new quest is planned, Wulfgar must travel down the river to seek a lost child, Catti-brie and Drizzt finally get to business, the orcs are still holding sway over the northland and the surface region of Mithral Hall, the humans are surprisingly willing to let the orcs stay put and dig in, there is new cooperation among Dwarven nations, and there is still strife between the frost giants and the orcs. But most of that was true at the end of the second book. While the writing of this story was fine, and perhaps the best in this trilogy, the necessity of flipping back and forth between so many disparate storylines seemed to give short shrift to them all. Yes there are clever and well-written fight scenes. Yes, there is sword and sorcery goodness. Yes there is stupidity and sacrifice. But there is no resolution. I think that loyal readers would not have minded wrapping up some of the many loose ends before starting a new series, we still would be willing to buy it. But leaving so much hanging, for a year at least, is really beneath a good author, in my opinion.

16 of 18 people found the following review helpful.
In Rebuttal
By Lynde
I looked over some of the reviews here and I was truly shocked. I understand that everyone has his or her own tastes and opinions, but R. A. Salvatore is a truly talented writer. So many times, while reading "The Two Swords", I caught myself reacting verbally as the story unfolded. From ooos and ahs to mimicking Pikel's "uh oh" or "hee hee hee". The story did take on a different edge that I found very refreshing, but not so drastic as to alter the storyline. I think that perhaps some are overlooking the message. The ending to the book couldn't have been more perfect! The companions know who they are and where they belong. The road to adventure lies before them... always. They each learned more about themselves and each other. King Obould is a villain with a vision. In some ways, I thought he was similar to Drizzt when he first wandered out of the Underdark. I was thrilled with the way in which R. A. Salvatore handled the end of his story as well. It was a solution to an impossible battle that everyone (for now) has to live with. Would you rather that Drizzt settle every problem at the end of his blades? Even when it isn't something that's even feasible? I feel that I have grown with the characters over the years and I have come to know them as I would know a friend. So seeing the changes and growth and reading about the near death experiences keep me spellbound, NOT disappointed! Through the years we saw Wulfgar escape the bonds of hell and we walked with him during his turmoil till he found himself once more. Catti-Brie is no longer the confused teen, caught between her emotions and the same could be said for Drizzt. We learned and grew through their experiences and Drizzt's reflections and, in many ways, perhaps became better people ourselves. R. A. Salvatore has been a mentor, a guide, an entertainer, and a cherished friend all through his tales. I personally anxiously await a movie on the silver screen!

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Kamis, 27 Februari 2014

@ Free PDF Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Jesse Decker, David Noonan, Chris Thomasson, Jam

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Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Jesse Decker, David Noonan, Chris Thomasson, Jam

A follow-up to the Dungeon Master’s Guide, designed to aid Dungeon Masters and reduce game preparation time.

The Dungeon Master’s Guide II builds upon existing materials in the
Dungeon Master’s Guide. It is specifically designed to facilitate play, especially
when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.

JESSE DECKER is the development manager for Wizards of the Coast, Inc.
whose recent roleplaying game design credits include Complete Adventurer™,
Races of Stone™, and Unearthed Arcana™.

DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring
Races of Stone and Unearthed Arcana.

CHRIS THOMASSON previously served as Editor-in-Chief of Dungeon®
Magazine. His design credits include Fiend Folio™ and Monster Manual™
III, as well as Bow and Blade for Green Ronin Publishing.

JAMES JACOBS is the associate editor of Dungeon® Magazine and has published numerous articles in Dragon® Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoring The Book of Aberrations, Races of Faerûn™, and Frostburn™.

ROBIN D. LAWS, game designer and novelist, is best known for the roleplaying
games Feng Shui, Heroquest, and Dying Earth, along with, Robin’s Laws of
Good Gamemastering.

  • Sales Rank: #336900 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-06-01
  • Released on: 2005-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .84" w x 8.50" l, 2.20 pounds
  • Binding: Hardcover
  • 288 pages
Features
  • Used Book in Good Condition

About the Author
JESSE DECKER is the development manager for Wizards of the Coast, Inc. whose recent role-playing game design credits include Complete Adventurer™, Races of Stone™, and Unearthed Arcana™.

DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring Races of Stone and Unearthed Arcana.

CHRIS THOMASSON previously served as Editor-in-Chief of Dungeon® Magazine. His design credits include Fiend Folio™ and Monster Manual™ III, as well as Bow and Blade for Green Ronin Publishing.

JAMES JACOBS is the associate editor of Dungeon® Magazine and has published numerous articles in Dragon® Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoring The Book of Aberrations, Races of Faerûn™, and Frostburn™.

ROBIN D. LAWS, game designer and novelist, is best known for the role-playing games Feng Shui, Heroquest, and Dying Earth, along with, Robin's Laws of Good Gamemastering.

Most helpful customer reviews

117 of 122 people found the following review helpful.
very useful, not necessary
By MICHAEL BEAVERS
This is the latest book from WOC and I found it to be very useful. It is primarily for DM's but players will find things helpful.

Chapter one opens with particulars of running a campaign. There are discusions with the DM's responsibilities for running a campaign with various styles of gamers and your particular style of running campaigns. Most of it is basic like letting your players know before hand about any house rules you may have, ways of imparting information to the players about their environment and rough guidelines for preparing a game.

Chapter two deals with the particulars of running an adventure, both using published and your own materials. the third chapter deals with specifics of running a campaign. Things like guilds, law and order, and building a city are contained in this chapter. I felt this part was better than the information about cities in the complete adventurers guide.

Chapter four contains the city of Saltmarsh, was part of a series of modules years ago. It is expanded and really could be a useful part of a campaign. I will probably adopt it at some point myself.

chapter 5 deals with npcs and their care and feeding.

Chapter 6 deals with the characters themselves and introduces apprenticeships, mentors and teamwork options for the players. I have done similar things in the past and I feel that it is a good idea as it gives the players more continuity with the campaign and plot hooks. There is a section on designing your own prestige classes and pc organizations.

Chapter 7 is about magic items. A section on signature magic items and bonded magic items is discussed and rules for doing such things. There are new magic items and new templates like the hellforged template which allows a magic armor to have additional hardness, hit points, maximum dex bonus, arcane spell failure modificiations to it. it closes with a section on artifacts, their introduction and use in a campaign.

As I said in the title its a very useful but not necessary. I would recommend that new DM's, DM's who might be a little jaded and for players to check out the new options for the players. There is nothing amazing new but it has many things collected together for you to look and use.

32 of 33 people found the following review helpful.
THE CHERRY ON YOUR CHOCOLATE SUNDAY
By Tim Janson
The Dungeon Master's Guide II is not a replacement for the DM's Guide but rather a complementing supplement that adds much more additional information for the DM to use. In all there are seven chapters in the book covering the following topics:

1. Running the Game

2. Adventures

3. The Campaign

4. The Saltmarsh

5. NPC's

6. Characters

7. Magic Items

Running the game provides tips on knowing your players...their behaviors, their personalities and tendencies. Examples are given on how to add drama and developing a story in your games. Suggestions are provided for using house rules and laptops to assist the DM. While this information is nice, it's more geared towards inexperienced DMs.

The adventure chapter covers things such as many new traps, map and grid design, building encounter tables, and encounters for such areas as the Abyss and Infernal planes, graveyards, haunted buildings, lost ruins, and several other specific type locations.

The campaign section provides information if you want to develop your own campaign as opposed to buying an off the shelf product such as the Forgotten Realms. It provides all the information you need on setting up a medieval-type world including social and political structures, lifestyles and more. There are also 50 rumors/adventure hooks provided that the DM can use to flesh out adventures.

The Saltmarsh is recognizable to older fans of D&D as the name of an old module. The Saltmarsh is provided here as a kind of drop-in city for use in any campaign. It's ready made with all the information you need to run if you don't feel like making a city from scratch, providing maps, business locations, NPCs, guilds, adventure hooks and more. It's one of the best sections in the book.

The chapters on NPCs and characters are ok. The NPC section is short and fairly forgettable but the character section features information on designing prestige classes which is very well done. There's also info on working with other players as a team when attacking and combining spells for maximum effect.

The last chapter is on Magic Items and goes into customizing items with signature abilities or items that are bonded to their creator. A new type of magic item, sort of, are magic locations. These are ancient, and very powerful sights that can be found within a world which can imbue a character with certain abilities for up to one year. For example the Heart of Fire is a location that can imbue a spellcaster with magic that increases his casting level by +1 for one year when casting fire-based spells. There are a bunch of these locations as well as tons of new magic rings, rods, armor, weapons, and miscellaneous items.

The Dungeon Master II guide is kind of like the whipped cream and cherry on a sundae. It's not necessary and you can certainly live without it, but it does add a little flavor and certainly makes it more filling. Take what you want out of the book. I personally like the section on designing prestige classes and the inclusion of Saltmarsh is a great aid to the DM.

Reviewed by Tim Janson

50 of 54 people found the following review helpful.
An Enjoyable Read
By D. M. Ninos
As the other two reviewers have stated, this book would be great for new or struggling DM's, however if you've been behind the screen for any length of time much of what is contained here will be common sense.

That's not to knock the book at all. I really enjoyed reading it from cover to cover and found several nuggets of information burried in it that will be making their way into my campaign. The archetyical and special encounters in chapter 2 come to mind right away for their interesting handling of the rules. The magic items section of the book was also an interesting read.

My biggest problem with the book was the "psychology of role playing" section in the beginning. This seems to be a recurring subject on the boards at WOTC and in their magazines, however they really love beating the dead horse... not everyone enjoys the same game, 'nuff said.

Presentation and artwork were all first rate, as was the writing for a sourcebook of this type. I reccomend it for all DM's, if not as a "every session reference," at least for a good read.

See all 30 customer reviews...

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Minggu, 23 Februari 2014

# Ebook Download Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Bruce R. Cordell, Kolja Raven Liquette, Travis Stout

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Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Bruce R. Cordell, Kolja Raven Liquette, Travis Stout

The ultimate guide to magic items–especially weapons–of rich heritage.

Weapons of Legacy™ provides a wealth of information on magical weapons with
rich histories. The book includes many pre-defined weapons, outlining their
names, history, powers, stats, necessary rituals for unlocking their powers, and
adventure hooks. How the weapons can gain power is discussed, as well as the
feats with which they might be used. Also included are discussions of other
magic items such as magic armor, rings, and staves.

AUTHOR BIO: BRUCE R. CORDELL, an Originsaward-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Sandstorm™, Libris Mortis: The Book of Undead™, Planar Handbook™, Epic Level Handbook™, and Underdark™.

KOLJA RAVEN LIQUETTE is best known for authoring The Waking Lands
web site. He has also published articles in Dragon® Magazine.

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

  • Sales Rank: #826111 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-07-08
  • Released on: 2005-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.13" h x .67" w x 8.49" l, 2.00 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

About the Author
BRUCE R. CORDELL, an Origins award- winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Sandstorm™, Libris Mortis: The Book of Undead™, Planar Handbook™, Epic Level Handbook™, and Underdark™.

KOLJA RAVEN LIQUETTE is best known for authoring The Waking Lands web site. He has also published articles in Dragon® Magazine.

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

Most helpful customer reviews

41 of 43 people found the following review helpful.
DIY magical artifacts
By Michael D. Briggs
In many fantasy stories, there are powerful items of magic. The One Ring, Excalibur or Stormbringer. One of the dangers of D&D is giving a player a magic item that is too powerful and upseting the balance of the game.

Weapons of Legacy introduces new rules that allows a magic item to grow with the PC, allowing them to unlock new powers as they adventure. This way a simple +1 longsword can become your own personal Excalibur in time.

There are many sample items, a section of creating new items, on how to create creatures of legacy (a far too small section here) and how to convert some existing magic items into legacy items.

The one complaint would be that the focus is primarily on just weapons and only a few examples of armor, rings and no examples of a wizard's wand or staff of legacy.

Overall, this book does introduce some very good new rules to the game and open the door for some good role playing.

16 of 16 people found the following review helpful.
A great concept to add depth and interest to any D&D campaign
By B. Conway
The concept of unlocking dormant powers within weapons of deep history is fresh and new for a D&D supplement. I love the concept of singular weapons that can advance in power alongside a character. The material is a great springboard for Dungeon Masters to develop inspired weapon concepts and histories on their own. There are also useable adventure hooks to tie each weapon into an ongoing campaign.

The actual game mechanics presented for weapon legacies are rather weak. I would recommend any DM to take this book, read it over, and then tailor the rules to fit his own gaming style.

This book is alive with flavor and great ideas to help revive any flat and routine campaign.

20 of 23 people found the following review helpful.
Good idea. Thin on Content.
By Anglobotomy
One of the things that I liked most about Earthdawn was the way items were treated. Apparently someone at Wizards felt the same and decided to steal a similar system. I believe Monte Cook put out a similar idea in one of his Books of Eldritch Might. I actually like this one better than Monte's version. I think Weapons of Legacy is a great tool for any DnD campaign and adds a lot to the story. This system certainly allows a character to do a little more with that magic weapon he found. What I don't like about this book is that its mostly examples. Certainly, a few examples are fine, but this book's a little thin on content. Give me rules and cool stuff, not fluff. I can figure out how to make an item of legacy with a little instruction. Give me organizations who deal with such items. Maybe a few more prestige classes who work with legacy things, not just item after item. But again, I'm glad I have the book.

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Sabtu, 22 Februari 2014

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The flames of war devour Ansalon. The army of dead souls marches toward conquest, led by the mystical warrior Mina, who serves the powerful One God.

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The stirring climax of the War of Souls.

  • Sales Rank: #305308 in Books
  • Brand: Dragonlance - Novels Softcovers WOTC
  • Model: 17881
  • Published on: 2003-03-01
  • Released on: 2003-03-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.87" h x 1.67" w x 4.18" l, .68 pounds
  • Binding: Paperback
  • 640 pages

Amazon.com Review
The legendary team of Margaret Weis and Tracy Hickman take to the sky on dragonback again with the final dispatch from their latest voyage to the land of Krynn in the War of Souls trilogy. In volume two, Dragons of a Lost Star, the mysterious "One God" behind the irrepressible Mina's miraculous rise to power is revealed. Yes, Dark Queen Takhisis is up to her old tricks. This time, however, she has stolen the entire planet of Krynn and hidden it away from her fellow deities. Now, she is seeking to bring the entire populace (both the living and the dead) under her fickle sway through Mina's zealous proselytizing. Who will stop her dark quest? Who else? The troublemaking and time-traveling kender--Tasslehoff Burrfoot.

Unfortunately, with the mystery of the "One God" revealed, much of the narrative impetus that made the first two books page-turners is lost. However, while there isn't much left to write about in Dragons of a Vanished Moon, the scenery is beautiful. There is an Elven exodus across the "plains of dust," stubborn Solamnic knights, cunning dragons, plotting wizards, and a full helping of Kender antics as Tasselhoff assumes the role of fly in the dark queen's ointment. The conclusion is a textbook deus ex machina but fans should enjoy this book for what it is--another chance to return to the wonderful world of Krynn with its two most competent guides at the helm. --Jeremy Pugh

From Publishers Weekly
The One God Takhisis has pulled a fast one and vanquished the other gods of Krynn to a place unknown in this fast-paced conclusion to the War of the Souls trilogy (Dragons of a Fallen Sun; Dragons of a Lost Star). Through the warrior princess Mina, Takhisis (aka the Dark Queen) pretends to do good, heal the sick and comfort the afflicted in her scheme to take over the world. Takhisis's most feared foe turns out to be a kender, Tasslehoff Burrfoot, who possesses the Device of Time Journeying, an instrument that could smash all Takhisis's ambitions with a single push of a button. As Mina takes over city after city, adding more souls to her dread troop, her opponents frantically try to figure out ways to stop her. The Solamnic Knights send one man, Sir Gerard, to spy on Mina by passing him off as a Dark Knight. The elves of Qualinest and Silvanost find common cause in the fight against the Dark Queen, while in a strange twist of allegiances, the dragons of Krynn realize that their survival depends on allying themselves with mortals which they do with cunning and stealth. At Sanction, all the players come together in a mighty battle to save Krynn and restore the world to its proper balance. Bestselling authors Weis and Hickman have made another admirable addition to the history, lore and ways of Krynn, including a set of useful endnotes to bring newcomers up to speed.
Copyright 2002 Cahners Business Information, Inc.

About the Author
Margaret Weis is the co-creator of the Dragonlance world. She has authored or co-authored several New York Times best sellers set in the Dragonlance world. Weis lives in Wisconsin.

Tracy Hickman has been writing and exploring fantasy and science fiction since the 1970s. Tracy eventually became a New York Times bestselling author (with Margaret Weis) of numerous series such as Dragonlance, the Death Gate Cycle, Darksword, and Rose of the Prophet and other series. Together with his wife Laura, Tracy has created Dragonlance and Ravenloft games and, more recently, their own fantasy series, The Bronze Canticles. Song of the Dragon and Citadels of the Lost are the first two novels in The Annals of Drakis. Tracy and Laura live in the Salt Lake Valley of Utah and have four grown children.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Great read
By Jay Feeney
Fantasy at its best. fast paced, evil villains, loveable heroes.

17 of 19 people found the following review helpful.
Stirring conclusion caters to fans...
By A Customer
This is it: the book that is supposed to bring the Fourth Age back to devotees of classic Dragonlance while at the same time maintaining the fans of Fifth Age. Since Dragons of Summer Flame, Weis and Hickman have left the world of Dragonlance to the less-than-capable hands of other authors and creators. This, then, is their attempt to right the wrongs perpetrated by those authors and return the world to the way it was...or rather, the way it was supposed to be.
Without giving too much away, I think the authors succeeded in bringing back the flavor of the setting, and an appendix in the back explains the various timelines visited by Krynn. In addition to being a knock on the direction TSR took with the world, by implying that the Fifth Age was the result of a skew in the timeline, this book, and this series, rewrites history, so to speak. Dragons of Summer Flame was a conclusion of a sort, that in a way, ended the opportunity for the parent company to create a gaming world set after its events. TSR did so anyway and the result was the loss of many fans.
Dragons of a Vanished Moon promises a beginning, and indeed, this novel, as well as a line of game products to be published by Sovereign Press, seem to show that the authors wish this world to be viable once again for adventures and gaming.
However, this novel is good enough on its own merit, even to the non-roleplaying reader. Though the "big" mystery as to the identity of the One God was revealed in Lost Star, nevertheless, there are questions to be answered as to what exactly happened, and what can be and will be done to fix it. In this regard, however, the mysteries are not as deep, or maintained as long. The reader is not left hanging after every chapter, wishing to devour the next, but rather, they have a vague idea about what will happen, and are anticipating a grand climax. As a result, they must toil through the first 400 pages or so, of which, there were some moments, but overall, the storytelling is good, but not gripping.
The conclusion may be worth it. That would, really, depend on the reader and how he feels about the direction taken by the author. This book was written seeking the approval of fans. It ties up several loose ends but remains open enough to allow possibilities to remain. It is not a book that stands on its own so much as it stands on the opinion of the public. That, I fear, will remain as divided as ever.
But Krynn...Krynn is whole once more.

6 of 6 people found the following review helpful.
Almost perfect, but not quite
By Brandon Henrigillis
When I first picked up and started to read the chronicles trilogy a couple of years ago, I immediately fell in love with the world that Margaret Weis and Tracy Hickman portrayed, the battles between good and evil that were done in not just a political sense but also in a personal one connected with me emotionally, and was something I'll never forget. I found all the old heroes of the story to be extremely interesting and as I read on I began to like each and every one of them in their own way. I then proceeded to read Legends, and I immediately recognized that these authors had one of the best story writing skills I have ever read or heard of. At the end of the trilogy when my favorite character, Raistlin, was about to sacrifice himself to the dark queen I nearly cried, that was when I knew that these authors would be forever etched into my mind and heart as one of my favorites.
So natuarally I was extremely anxious to read the newest "true" Dragonlance novels, and as such I wasn't dissapointed with its third and final novel, Dragons of a Vanished Moon. As many other reviewers have stated, I also was not a fan of the conclusion to Dragons of a Summer Flame, I felt that the gods leaving Krynn was an event so drastic that it resulted in creating a new world that old Dragonlace readers could barely even recognize, and in turn I beleive that the War of Souls trilogy as a whole was an apology to the readers for that catastrophe. Before I continue though I do wish to make a point known, I am not one of those people who live their lives in the past and wish for nothing more but fairy tale endings to everything they read, the unexpected and monumental finishes that these authors created in the past is the very same thing that caused me to both admire and appreciate their writing in the first place, I just simply believe that Dragons of a Summer Flame went in the wrong direction to the required change that Krynn needed so badly.
Overall, I believe that Dragons of a Vanished Moon seemed to pick up the plot of the previous two books well enough, and though it seemed to me that the pace was quickened overall, I rather enjoyed the sense of urgency it produced. Margaret Weis and Tracy Hickman did an excellent job of producing a sense of doom that is engulfing the world and especially the Elf nations as they fight for their very existance in a land that is ruled by a god that hates and despises them. I found the whole chromatic dragon neutrality thing to be rather dissapointing and the abrupt turn of events at the end which resulted in the evil side being despearete and the good side being strong and on the point of winning to be rather anticlimatic, but the conclusion is more than worth it as we see the end of several eras and the beginning of a new era.
I believe that Margaret Weis and Tracy Hickman did as best of a job as they could to correct the mistakes that they made in Summer Flame, though certain characters never end up reaching the pinnacle point we all expected of them, for example Palin, Silvinoeshei, Alhana, and Odila and while other characters, especially Dalamar who betrayed all that we know him for, seemingly go against their own personalities to do something shockingly unexpected, I still believe the book was very entertaining from cover to cover, as it still has its own proof of quality writing that we expect from MW and TH, especially with Galdar and Gilthas's character develepment and the particular sadness that was beutifully orchestrated by Weis and Hickman and which is felt at the end by, in particular, the readers and fans that started from page 1 of the Chronicals trilogy. In the end the greatest quality, in my opinion, that these novels have brought back to the dragonlace world is the apparant rekindling of the passion and ambition that we all knew and loved back in the Fourth Age but was somehow missing in the grim and depressing Fifth Age of Krynn.

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Rabu, 19 Februari 2014

~ Download Ebook Shadowrealm: The Twilight War Book III, by Paul S. Kemp

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Shadowrealm: The Twilight War Book III, by Paul S. Kemp

The stunning conclusion to the Twilight War!

One of the Forgotten Realms world's most compelling villains--the Archwizards of Shade--have come down from their flying city with their sights set on the merchant realm of Sembia. They come in the guise of allies, but have invasion and empire as their ultimate aim.

The fate of Sembia may be sealed, but Erevis Cale still has a shocking destiny that will end in his destruction--if he's lucky. This trilogy brings about major changes to the Forgotten Realms setting.

  • Sales Rank: #967925 in Books
  • Brand: Wizards of the Coast
  • Model: 21733
  • Published on: 2008-12-02
  • Released on: 2008-12-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.91" h x .92" w x 4.17" l,
  • Binding: Mass Market Paperback
  • 339 pages
Features
  • Great product!

About the Author
Paul S. Kemp is a lawyer who lives in Michigan with his wife and twin sons.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Great series I thoroughly enjoyed it, worth a read for any Forgotten Realms fan!
By Paul K
Great series I thoroughly enjoyed it, worth a read for any Forgotten Realms fan!

13 of 14 people found the following review helpful.
Stunning conclusion to the trilogy!
By Andy Gray
Shadowrealm by Paul S. Kemp is the third, and final, novel in the Twilight War Trilogy. The first two books are; Shadowbred (The Twilight War, Book 1) and Shadowstorm (Forgotten Realms: The Twilight War, Book 2). If you have read the first two novels in this trilogy I also suggest that you read the short story "Continuum" by Mr. Kemp that is in the Realms Of War (Forgotten Realms) Anthology. While technically you need not have read it to understand anything that goes on in this story, there are a few side stories that are greatly enhanced by reading the short story. Plus, it's a great short story. Fans have watched, or should I say read, about Erevis Cale since the anthology The Halls of Stormweather (Gateway to Sembia) in July, 2000. The Twilight War trilogy is a continuation of the story of what a mere butler can become.

The plot of this novel picks up right where Shadowstorm left off. The Shadowstorm is spreading across Sembia and Cale and Riven are trying to stop it. The Shadowstorm is of course the main plot line. How much damge will it do, what will it swallow up before it is stopped, or will it be stopped at all. There are also numerous sub plots scattered throughout the book. Sub plots such as the political situation in Sembia, who is really in control of the area. There is the sub plot of the Shadovar seeking to gain control of the region through less than honest means. Mag's continued spiral into madness. There is also the deal that Cale made to the devil Mephistopheles and the consequences of that deal. There are a couple more sub plots that I can not really talk about due to spoiler material. If all of the above seems like a lot to be packed into one book, you would be correct. Much like Shadowstorm, Mr. Kemp successfully weaves together multi-layered plot lines with deft precission. Some of what occurs within this book attentive readers may guess, other things are beyond comprehension. No matter, this book is a stunning conclusion to the trilogy.

The characters, as can be expected for a third book in a trilogy, are largely carry-overs from the first two books. Familiar names such as Cale, Riven, Mags, Abelar, Rivalen, Tamlin, and Kesson Rel to name a few. There is a great deal of character development with these characters and a few others. Many of the questions that readers will have after the first two novels are answered in this novel. Things such as Cale and Riven's relationship with Mask, Abelar's fall from Lathander's light is expounded upon, Kesson Rel's plan is explained and many more. There is so much going on in this novel it is really hard to pin things down to write about and not write something that would be a spoiler. If you are a fan of these characters, and really enjoy character development then I have little doubt that you will thoroughly enjoy this novel. As with past Kemp novel, the characters are simply outstanding.

The only criticism I can think of for this novel is that maybe, just maybe, there was to much happening in the novel. Later on in the novel there are some scenes that jump back and forth between a multitude of perspectives. I found myself having to really slow my reading so I could make doubly sure I was following everything that was going on. It just seemed a little odd that I had to slow my reading down when I came to the climax of the story. This could have very well been me wanting to know so badly what happened that to slow down seemed wrong.

Some things I really enjoyed about this novel:

1 - The character development. I have read many novels that only one character really developed. That is not the case with this book. There are no less than half a dozen characters that have significant character development. It is a fine line to walk between giving the reader too much and not giving them enough, Mr. Kemp toes the line perfectly and will leave readers satisfied and still wanting more.

2 - The prose and pacing of the novel. It has been an absolute joy to read Mr. Kemp's novels and watch him grow as an author. This novel is, in my opinion, his best yet. It's tight, succinct, and the pacing is full throttle. It is almost as though he is challenging the reader to dare and put the book down.

3 - The ending. That's all I will say about that. Wow. Loved it.

Fans of the Forgotten Realms need to read this book. There are several things that occur within the pages that will have wide reaching implications not only with this particular story arc, but the Forgotten Realms as well. I highly doubt readers will be disappointed with this novel. If you enjoyed the Erevis Cale Trilogy, if you enjoyed the first two novels of the Twilight War trilogy then you know exactly what to expect here. A tight storyline with fantastic characters. The ending may very well leave you slack-jawed. This is a novel, and series, that I would have absolutely no reservations about recommending it to anyone. I simply can not wait to see what Mr. Kemp has in store for his next novel.

6 of 6 people found the following review helpful.
Great ending to a great trilogy
By Patrik A. Fornander
For those of you not familiar, Shadowrealm is the third and final book in the Twilight War trilogy, with the first book being Shadowbred and the second being Shadowstorm.
When I got my copy of Shadowrealm I said to myself that there was no way that Mr. Kemp would tie up all the plots and sub-plots in the 339 pages that the book consists of.
Not only did he do this, he also wrote his, in my opinion, best novel so far. I found it really hard to put down the book, as it goes on at breakneck speed throughout the entire novel.
What I really love about this one is that the characters still have the central stage, even though the scope of it all is really epic, involving realms and worlds even.
As such it would be easy to lose track of individual characters when there's so much at stake, but it always felt like they were the one's controlling and driving the plot forward, and not the other way around.
While I don't want to spoil anything, I have to say that the ending really blew my mind, and it really kept me on the edge of my seat during the last couple of pages.
For those familiar with Mr. Kemp's work, this is a must. For people new to his work, check out Shadowbred, Twilight Falling, or Shadow's Witness to learn more. You won't be disappointed.

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!! Fee Download The Legend of Drizzt Collector's Edition, Book I, by R.A. Salvatore

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The Legend of Drizzt Collector's Edition, Book I, by R.A. Salvatore

The legend starts here!

The Legend of Drizzt® Collector’s Edition, Book I collects the first three novels in this best-selling series: Homeland, Exile, and Sojourn in a new trade paperback edition. A great value for anyone who’s ready to experience the Legend of Drizzt.

Drizzt Do’Urden made his first mistake the moment he was born: he was a boy. In the rigid matriarchy of the dark elf city of Menzoberranzan, that makes his life forfeit. But when his own mother tries but fails to kill him, Drizzt's path is set. He must find a way to escape the treacherous Underdark, even if that means setting out alone into the no less dangerous World Above.

  • Sales Rank: #752394 in Books
  • Published on: 2010-01-05
  • Released on: 2010-01-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x 1.60" w x 5.95" l, 2.12 pounds
  • Binding: Paperback
  • 944 pages

Most helpful customer reviews

6 of 6 people found the following review helpful.
Amazing story and a very nice collector's edition
By Jason Mathews
I picked up the paperback of the first book in this series to have something to read on a long airplane ride, and from the first few minutes I was hooked! I found out about this collector's edition when I returned from my trip, and picked it up immediately, along with the second book in the series. This story of Drizzt and his struggles as a dark elf will captivate all types of readers, and will have you staying up late at night to find out what happens next.

As for the book itself: it is a beautiful edition, with a very high quality and visually beautiful dust jacket, and nice pages inside, with a very sharp and easy font to read. Highly recommended to fantasy and non-fantasy readers alike.

I just hope they release the rest of the books in the Legend of Drizzt series in this collector's Edition format.

2 of 2 people found the following review helpful.
A compelling fantasy legend - in a beautiful edition.
By The Jackal
I have never played a game of D&D in my life, and although that's certainly not a prerequisite for reading a Forgotten Realms novel, the idea of plumbing the depths of such an expansive literary universe has been daunting. The Legend of Drizzt, however, has proven to be an exciting and compelling introduction to this popular world of fantasy!

This edition is simply the best way to experience the adventures of Drizzt Do'Urden. The jacket design is terrific, and even got my girlfriend interested in the story contained within.

That story, of course, is what owning this volume is all about, and it's filled with memorable characters, evil intrigue, and some of the best action writing you'll ever come across. Drizzt is, and always will be, a true legend of fantasy literature.

3 of 4 people found the following review helpful.
Enjoyable!
By J. Yun
This collector's edition of Drizzt is simply amazing.

This edition includes first three books of The Legends of Drizzt.

(For those who would like to know, Icewind Dale was released first. However, chronologically, Dark Elf trilogy is first.)

I simply enjoyed reading this trilogy... although my friends say that this Drizzt series is "immature" level among other fantasy series's. Well, I don't know. I liked it =p

The cover of the collector's editions are great. I have them covered with book jacket covers and they look like brand new all the time! Shiny!

The print in the book is good too. Very neat and easy to read. Paper quality seems/feels/looks great. Not that I know much about it, but oh well!

By the way... one thing that's missing. Maps. There is a map of the first book of the trilogy and that's it. Nothing for the second and third. Same for the rest of the trilogy in this edition.

BEWARE!! NO MAPS.

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The Legend of Drizzt Collector's Edition, Book I, by R.A. Salvatore PDF
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