Minggu, 30 Maret 2014

@ PDF Download The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore

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The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore

The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore



The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore

PDF Download The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore

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The Last Threshold: Neverwinter Saga, Book IV (Forgotten Realms), by R. A. Salvatore

In the final book of the #4 New York Times best-selling Neverwinter Saga, Drizzt Do’Urden navigates a winding path littered with secrets and lies. Tangled up in his companion Dahlia’s dark secrets, the ties that once held her close to Drizzt threaten to tear as her bonds to his former foe, Artemis Entreri, continue to grow. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of Bregan D’aerthe in his quest to destroy Drizzt. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north—toward Icewind Dale. Will his new companions follow? Can he fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home.  
 
 
Praise for the Neverwinter Saga:

“Absolutely profound.” —Paul Goat Allen, BarnesandNoble.com

“Masterfully written, thrillingly unpredictable, and everything a Drizzt Do’Urden fan could
hope for. You’ll be hanging on the words till the very end . . . and then begging for more.”
— GamesFiends.com
 
“Emotional, respectful of its characters, intelligently written and structured, and finally summons a sense of nostalgic sorrow throughout”–Fantasy Book Review on Gauntlgrym, Neverwinter Saga Book I
 
“Full of excitement. Salvatore has mastered the art of showing a beautiful fight scene, and he is at the top of his game in this one. We meet many characters with many different fighting styles, and Salvatore does a great job of distinguishing between them. He manages to take these scenes from so much more than just a fight scene, to an integral part of the story.”—The SFF Hub on Gauntlgrym, Neverwinter Saga Book I
 
“A quick read with some very satisfying fight scenes. It’s also deeply layered with emotional atmosphere” —California Literary Review on Gauntlgrym, Neverwinter Saga Book I


From the Hardcover edition.

  • Sales Rank: #35674 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2013-09-03
  • Released on: 2013-09-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.88" h x 1.14" w x 4.11" l, .37 pounds
  • Binding: Mass Market Paperback
  • 434 pages
Features
  • Used Book in Good Condition

Amazon.com Review
The Best Sidekick a Warrior Could Ever Want

R.A. Salvatore muses on the identity—and unintentional identity crisis—of one of Drizzt Do’Urden’s most important allies, the fearsome black panther Guenhwyvar.

She started out as a dog, a moorhound, actually, named Canthus. When I wrote a sample chapter to audition for the second book ever published in the Forgotten Realms setting, way back in the summer of 1987, I thought the Realms were the tiny Moonshae Isles and that TSR (the original publisher of the Forgotten Realms setting) was looking for someone to write a direct follow-up to Doug Niles’s Darkwalker on Moonshae. I didn’t want to use Doug’s characters in any meaningful way—they’re wonderful characters, but I don’t like sharing protagonists!—so I grabbed one, a sly fellow named Daryth and his moorhound named Canthus, to introduce the hero of my story, Wulfgar of Icewind Dale.

Quite a bit changed during that audition period, starting with me discovering the size of the Forgotten Realms, and learning, to my great relief, that my editor didn’t want me anywhere near Doug’s work, since he was writing sequels to his book. So I set my book, The Crystal Shard, far away in Icewind Dale and added a character named Drizzt Do’Urden who soon took over the book. One thing I did keep from Doug’s example, however: the animal sidekick.

Why? Any pet lover already knows the answer to that question. Drizzt was created as the classic, misunderstood outcast, a bit of a loner, and often driven by circumstance to his own devices. Has anyone gone through junior high school or high school who can’t relate to this?

I certainly can. And in those times when I found myself confused and feeling very alone, I had a savior, a dog named Cocoa and then a dog named Yuma. They listened, without judgment, and using them as sounding boards often got me through the tough and lonely days.

So Drizzt needed a friend like that, I figured, and Guenhwyvar was born.

Female or Male?

Let me clear this up, once and for all: Guenhwyvar is a female panther! I know, I know, don’t point out the problem with that argument, please. You see, when you’re a professional writer, working on deadlines and working with a team of editors/artists/designers and the like, you come to learn certain things about the process. In the case of Guenhwyvar, for some reason I never figured out, I was told that the panther had to be gender neutral. I argued about this policy, but to no avail. Guenhwyvar was a magic item, so I was told, and so Guen was an “it,” not a “she” or a “he.”

The cat remained a “she” in my mind, certainly, but I painstakingly went through the manuscript of The Crystal Shard and removed all of the gender-specific pronouns. In some places, the use of “it” sounded quite awkward ; when you name a character, then use “it,” well, try to do it and you’ll see what I mean. Nevertheless, I had my orders.

Soon after The Crystal Shard hit the shelves, I discovered, to my chagrin, that the copyeditor had apparently spotted the awkwardness of the gender-neutral pronoun, too, and so he/she (it?) had smoothed out the prose... by replacing “it” with “he” and “him”! But no, Guenhwyvar is a female panther!

I got the name from those magnificent Mary Stewart books about King Arthur, where “Guenhwyvar” is the spelling of Arthur’s Queen, and, according to Stewart, the name meant “Shadow.” Perfect for Drizzt, I figured, coming from the shadows and needing a shadow. Wherever would Drizzt have been without her? Indeed, where will he be without her going forward? Read The Last Threshold to know more.

—R.A. Salvatore, February 2013

About the Author
R.A. Salvatore is the New York Times best-selling author of more than forty novels, including the popular Forgotten Realms series The Legend of Drizzt. He's an avid gamer, father of three, and loyal citizen of Red Sox Nation.

Most helpful customer reviews

147 of 171 people found the following review helpful.
Not the ending we wanted...SPOILERS, obviously.
By Andy Collier
I bought this as soon as I saw it had been released. That said instead of having Amazon alert me like I normally would I spotted it while looking for a book for my wife. I was so thoroughly disappointed by book 3 that I stopped caring about the series. Old habits die hard however and I started reading it on my iPad that night. I didn't remember a lot of the details from the 3rd book but they came back soon enough - Salvatore does a fine job of explaining backstory as he goes. I had the chew through the first half of the book before it really hooked me, but once it did I finished the 2nd half in one day. You can pretty much skip everything before Part III: Into Shadow and thank me for the time you just saved.

Here's a breakdown of what you missed:
* Drizzt: I miss my old friends. I'm going to convert this totally evil party into good guys by doing nice things for people but I'm still going to complain that they aren't as cool as my old friends. I miss my cat. I'm super bad with women. Dahlia is a hot mess.
* Entreri: I'm surly. I kind of like Drizzt but I'm too grouchy to show it. Dahlia is a hot mess.
* Dahlia: I'm a hot mess.
* Effron: I hate my mom and dad! Now I hate my dad but my mom is okay. Now I love my mom. Now I'm a good guy!
* Ambergris: I'm a great character but I'm written like a horny college girl on spring break. Yay beer!
* Afafrenfere: I'm pretty much awesome but I only get in a couple fights and the guy writing this book totally forgot that classic monks are immune to poison.

You're welcome. Use the time I just saved you to plant a tree or adopt a pet or rob a bank or something.

The 2nd half of the book cooked right along and that only made the ending more frustrating and more puzzling because by then I was really invested in how it was going to end. I hated, hated, hated how the book ended. The start of the book was okay but kind of boring because there was a lot more of "Drizzt being emotional and trying to redeem people" than there was ass-kicking but the second half started off so well! Jarlaxle raids a Netherese lord's castle to free his buddies in truly fabulous style - it was gripping and exciting and full of the interplay that made R.A Salvatore such a beloved writer. It felt a little "dragged by the nose" when the team finally got back together and headed to Icewind Dale but I was okay with that because I knew a Balor and a drow hunting party were hot on their trail. All the same, I kept checking the progress bar on the Kindle, wondering how on earth he was going to close out such giant plot lines like Errtu the Balor, Tiago Baenre and his team of hunters, the clairvoyance the succubus put on Artemis, if Guen would recover, if Pwent actually destroyed himself, what Kimmuriel learned from the Mind Flayers, and how all that played into Drizzt returning to Icewind Dale.

Because the wounds this book inflicted on my soul are still fresh from how it ended I'm going to bullet out the worst offenses below:
* The first few chapters are spent talking up the vampire/battlerager that was so obviously pointed out at the end of book 3. When they finally find him, they talk for 5 minutes and then Pwent suicides? Wait, what? Why bring him back at all if the plan is to kill him off (again) without any resolution?
* Valindra Shadowmantle, the insane and powerful lich from the other books, is mentioned a couple times and then ignored (same as in book 3). This is a lich for god's sake. Use her to destroy things or raise an undead army to ravage the towns or something. So much time was spent in books one and two to bring her mind back online that it seems like a total waste to just ignore her now. What about the obvious twist where she bends Pwent to her evil will and forces Drizzt to kill him? C'mon man! That's an easy win and it would've been sooooo cool to read about!
* How come Guen didn't die during the year she spent in that cage while Drizzt was held captive by Draygo? She was withering away after just a couple months so another year should've killed her. And astral creature or not, doesn't she need to eat and drink while on the Prime Material Plane?
* They only fought one group while crossing the Shadowfell. Sure, it was a super tough group, but why? How come there was the hints that Effron would use this cool new staff to whoop some ass only to never have it be mentioned again?
* How was Drizzt a captive for an entire year? Are we to believe he spent an entire 12 months sitting in a small room in a tower doing nothing but talking and eating all day? How was he not overweight and out of practice with his swords when he was rescued? And what was Effron doing the whole time?
* How do Tiago and his team all speak Common? Drizzt had to learn it when he left the Underdark so unless it is now a normal class taught in Menzoberanzan they wouldn't know it. And why again are they being friendly to the people of Ten Towns when the normal drow reaction to humans is murder and chaos? Trying to buy goodwill or not, these are nobles of arrogant and wealthy drow houses - they would just as soon destroy the rest of Bryn Shander because human life means nothing to them. Instead we see them chumming around with the locals and drinking beer. Whatever.
* They disappeared for 18 years for no good reason! I was fine with them going missing while Tiago's hunting party was looking for them because I knew they had found the forest and I totally expected an epilogue where the entire party was accepted into the magical woods where Catti-Brie, Bruenor, Regis, and Wulfgar live. Drizzt would reunite with his old friends and fade into legend, Dahlia and Artemis would decide to leave and set out into the world together, and the monk and the cleric would hang out for a while before setting out on their own. I would've been completely okay with the series ending right there giving the message that all the machinations of mankind fall away in the face of true love and fate or whatever. Instead it seems like a very heavy handed way to make everyone forget the enemies they had collected before coming back into the world. What about Guen? 18 years with no summoning? And why 18 years? The magical forest was something like 60 or 70 years old at that point - why would it fade away at all and why would they be asleep the whole time? If it was supposed to be a message from Catti-brie that she was okay with Drizzt moving on, then she should've appeared to him and told him that.
* Did Drizzt die at the end? I'd be okay with that, hoenstly. He went out like a bitch, but he's had an amazing run. If he didn't die, I'd accept the story that he was snatched up by a deity and that he's sent back as a Chosen. Otherwise that ending was just plain stupid. Sure he was taken off guard and sure he didn't think she'd actually try and kill him but this is Dahlia we're talking about.

The book ended abruptly and I cursed so furiously that it startled my dog. I think she may have even pee'd a little. I honestly questioned if my Kindle dropped a few pages. There wasn't even a back cover...it just freaking ended. I was annoyed by Charon's Claw because a ton of plots were opened and not resolved so I had to wait until the next book to finish those stories in my mind. This is the last book in the Neverwinter series so anything left open is technically done and closed or if not closed, to remain unanswered indefinitely. The few plots he did close (Errtu and Tiago for example) were closed in a rushed and sloppy fashion. The drow hunting party runs into Errtu and they kick his ass and then the drow hang out for a while and then they leave? That's it? And no further mention of Neverwinter or any of its characters? And no further mention of Jarlaxle or anyone else - just a quick reference that they got bored of searching after 20 years and called it? And after the fight with Dahlia, Artemis takes the group and heads out - as far as they know Drizzt is dead or missing so they leave Icewind Dale and that's it? They don't bother with Ambergris casting a few spells to find him or heading back to Ten Towns? Where's the loyalty? And how come they don't turn on Dahlia for potentially murdering Drizzt? She loved him and he didn't feel the same way, I get it, but damn woman! Get over it! She reconnected with her son and killed the dude that ruined her life so move past the "I kill all my lovers" shtick and try and be normal for a damn minute.

If I had to offer an opinion, I think R.A. Salvatore had a ton of idea for where he wanted the legend of Drizzt to go and instead of picking the best few story lines and writing a book, he crammed them all haphazardly into the last two books of the series and hoped that we'd just choke it all down. Maybe he's too busy with other projects or maybe he's having trouble closing the book on one of the most influential characters in the entire Forgotten Realms mythos, but Charon's Claw and The Last Threshold were massive disappointments. If he wanted to tell all these stories and set the stage for the next series, he should've released a second book of short stories instead of trying to fit it all into a novel or two. I won't even bother with the tree analogy because book 4 is a yard full of grass compared to a tree. There's no central story, just a bunch of stuff that never gets explored beyond a glance.

31 of 35 people found the following review helpful.
Not Salvatore's best outing
By Joshua T. Knaak
I was torn between whether or not to give this book a four or three star rating, but decided it was a three. As a fan of most of Salvatore's Drizzt books from Homeland all the way to this current outing, I thought this book was the weakest. There are certainly are some interesting plot lines in this book such as Jarlaxle, Kimmuriel, and Bregan D'aerthe's motivations, but they are few and far between. I also did enjoy seeing the change in Effron. It will be curious to see how he plays out in future installations. Drizzt and company seem to be pulled all over the place with no apparent rhyme or reason behind it. Drizzt seems bogged down in philosophizing for the entire book. His own nature as a dark elf and how he has overcome that evil nature are core to his experience. While Drizzt looking at his inner moral values and how that affects his views of the world and people around him are hardly rare, that seems to be all he does in this book. For almost the entire book he reflects on the past and how can not move forward with his current love interest Dhalia and his current companions because their moral codes do not match that of his own like his previous companions do. I would say this is fine, but dedicating an entire book these philosophical musings seems a bit much. He even takes the group to the town of Port Llast where they help battle away sea demons for the simple purpose of showing them how good it can feel just to do the right thing. This is never given a chance to be fleshed out though because they are whisked away from it for no apparent meaningful reason so fast. At one point when he enters the shadowfell I thought it was finally going to get back to what Drizzt does best. Being an awesome swordsman and battling against impossible odds yet finding a way to succeed. But even this ends up being no more than a philosophical debate for Drizzt. So many of the plot lines that were introduced at the end of the previous book seem closed unceremoniously in this book such as Pwent as a vampire and Erutuu, that begs one to wonder why they were introduced in the first place. Near the end of the book the group is relocated to Icewind Dale to hide from "dangerous enemies." Drizzt has never had problems with "dangerous enemies" before so why he is hiding seems so uncharacteristic of him. The pending battle between Drizzt and Tiago I was looking forward to never even takes place. Then there is a bizarre 18 year sleep that is suppose to keep them hidden from the world and make them fade from history and essentially give all in this group a new fresh start on life. This seems interesting enough, but again it never seemed to go anywhere. Maybe in future installations. While I will not spoil the end of this book it does seem that by the end Drizzt has all but given up. Were it not for the fact that there is another installation due out this August called "The Companions" I would say this was the end for Drizzt. This upcoming book is supposed to be about Drizzt leaving his past behind and going into a new era in light of "the sundering" which is supposed to be some kind a cataclysmic event that changes Faerun. This may indeed be the "great change" that is so often referenced in this book. Hopefully that outing will get Drizzt back in track with what we have all come to know and love about him.

30 of 34 people found the following review helpful.
Suicidely Disappointed
By Ken Nasi
I can remember picking up The Crystal Shard off the Waldenbooks fantasy shelf when I was but a teenager and thinking to myself, "Wow! This cover art is AMAZING!" Then skimming through the book and being instantly hooked. This feeling pretty much has remained with me through the last 20 or so years every time R.A. Salvatore penned a sequel. I am a huge fan, a loyal fan. That's why this is so difficult for me to write, but also why I feel so compelled to write it. The Last Threshold was a confusing morass of hastily thrown together scenes meandering through R.A. Salvatore's indecisive story plot. We start out with Drizzt's intriguing idea to unite this new band of brothers and sisters in adventure, an idea I was really looking forward to. After all, how long have we all watched and waited for Entreri and Drizzt to finally work together in the spirit of brotherhood instead of need? How long have we waited to see if Entreri could turn that corner and begin to heal the psychological wounds inflicted upon him as a child. Salvatore has teased us about this for so long. Would he finally deliver? The book begins with a purpose, but then immediately falls off the rails as Drizzt and Dahlia (has there ever been a more hated character than this one) begin wandering through the woods looking for Arunika. Why are they doing this? What is the purpose? Then they even get side-tracked again looking for a vampire on the loose, who of course turns out to be Pwent. This leads to an awkward meeting which goes nowhere and serves absolutely no purpose. It doesn't further the plot, it doesn't reveal any pertinent information, it just seems to add pages to the story. In fact, the only thing it seems to accomplish is aggravating the reader by calling to mind girlfriends past who where just incredibly annoying as embodied by Dahlia. This was not entertaining Mr. Salvatore, it was aggravating.

Port Llast was great. The new companions work together, defeat many monsters, accomplish great deeds, and become beloved by the entire city. Farmer Stuyles and his merry band of thieves are incorporated and the city grows. This all makes sense, it all flows nicely, the characters grow, its what we've been waiting for. Bravo Mr. Salvatore. But once again, the book goes off the tracks. Suddenly the drow re-enter the picture. I LOVE THE DROW!!! Unfortunately they are used as a plot device to hurl the book into complete boredom. Now Drizzt and the new companions are on a boat, for a really long time!!! In the meantime, Jarlaxle and Athrogate are back. Thank Meilikki! But once again the question is raised, "Is Drizzt something more than just a Drow? Is he the favored of Meilikki or Lloth?" I find that I really don't care. Why is this so important? The answer has never had any relevance in all of Salvatore's books, so screw it.

Enter Effron. Can this character be just a little more whiny? Just a little? As bad as he is, and as bad as his mother is, at least the two experience some kind of growth on the ship, so that's progress right? I thought so, until the final pages of the book.

Next, the companions enter the Shadowfell to rescue Guenhwyvar. And get their asses beat!! Has any band of adventurers so powerful ever experienced a defeat so decisive? Yeah, it was a little hard to believe. Now Drizzt is held captive, for a year!!?? This is the character who defeated the Crystal Shard with a pouch full of flour!!!! And I'm to believe he can't escape? He escaped Menzobarranzan!!!

This leads us to the most exciting part of the novel. Jarlaxle and Braegan D'aerth. Does Jarlaxle know how to fight a battle? Finally Drizzt, Entreri, and Jarlaxle are reunited, but for only a few seconds!!! Talk about anti-climactic and unsatisfying.

So now this very powerful band of adventurers has to go on the run. Is this a first level Dungeons and Dragons campaign? We've got four powerful fighters, a cleric and a wizard here. They don't need to run from anybody!! (By the way, as an aside, can Entreri find just one magical sword please that won't enslave him?) But run they do, and where do they run? Icewind Dale.

Next we find the characters looking for the magical forest, Iruladoon, where Cattie-brie and Regis are hanging out. Weird in and of itself, but then they actually find it!!! Fall asleep in it!!! And sleep for 18 years!!! Without ever seeing Cattie-brie and/or Regis!!! Again, disappointing and anti-climactic. At least if Drizzt would have been able to speak with Cattie-brie and gotten some closure, it would have made sense!!

In the meantime, Erttu decides to attack Bryn Shander looking for Drizzt. BIZARRE!! And who comes to the aid of Bryn Shander? Why Tiago Baenre and his war party of course. At first, I was thinking, well, at least we've got Ertuu and Tiago and Drizzt in the same general location at the same time. But Drizzt was too busy pulling a Rip Van Winkle while all the action was going on. This fight scene was so obviously an afterthought just to add some action to the end that it was ridiculous! Salvatore spent the last two novels building up suspense for a showdown with Tiago and even another round with Ertuu, and just abandoned it. That to me, is unethical and destroys the trust between author and reader.

Finally, Drizzt and the companions wake up and decide to leave Icewind Dale, feeling safe and secure in their long absence. Drizzt decides not to leave. Dahlia reacts irrationally, forgetting about all the progress she's made with her son Effron, about her budding relationship with Entreri, and her friendship with Drizzt. She attacks him. Is this the Jerry Springer show or a Drizzt Do'Urden novel? Drizzt has defeated drow weapons masters, demons, dragons, monsters, giants, but apparently one crazy chick is too much for him to handle. In the most ridiculous scene in the history of fantasy, Drizzt is slain. Yes. Slain. In a quick battle by a messed up chick with a pair of sticks. His spirit is ushered off to the heavens by Guenhwyvar. The end. No epilogue, no explanation. Talk about disappointing. Salvatore spent over 20 years building up my trust in him, in his characters, in his writing, only to abandon that trust in the final minutes.

What really bugs me is that this book seems to not uphold the principles of Salvatore and his characters, but seems to only further the future goals of Wizards of the Coast and their "D&D Next" rules release. I don't think that the novels should have to compromise on the story just to coincide with the new version of Dungeons and Dragons. I also hope that this is not the last we'll see of Drizzt and these characters. I can see that Drizzt will be the central character in the upcoming "The Sundering" series, but in what incarnation that will be is difficult to predict.

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Sabtu, 29 Maret 2014

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  • Published on: 1994
  • Binding: Audio Cassette

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Senin, 24 Maret 2014

* Ebook Five Nations (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement), by Brain Campbell, Scott Gearin

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Five Nations (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement), by Brain Campbell, Scott Gearin

A Geographical sourcebook for play in the Five Nations of the Eberron world.

Five Nations™ offers players a rich source of information about playing and
dealing with characters from the Five Nations of the Eberron world. As any
play in the Eberron world is likely to involve the Five Nations or characters
from them, the book is useful to anyone involved in an Eberron campaign.
The individual nation chapters include information on culture, geography
(including maps), guilds and factions and, new prestige classes, equipment,
creatures, spells, magic items, and adventure sites.

BRIAN CAMPBELL has worked as a designer on over 40 books, including
rulebooks and sourcebooks for Vampire, Werewolf, Mage, Fading Suns, and the Star Wars® Roleplaying Game. He’s been writing and editing for the game
industry for more than ten years. SCOTT GEARIN is the award-winning
designer of innovative games such as Spycraft and Stargate SG-1. His most recent credits include The Black Company, Dark Inheritance, and Ex Machina.

  • Sales Rank: #626140 in Books
  • Brand: Wizards of the Coast
  • Published on: 2005-07-01
  • Released on: 2005-07-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .64" w x 8.46" l, 1.60 pounds
  • Binding: Hardcover
  • 160 pages

About the Author
BRIAN CAMPBELL has worked as a designer on over 40 books, including rulebooks and sourcebooks for Vampire, Werewolf, Mage, Fading Suns, and the Star Wars® Role-playing Game. He's been writing and editing for the game industry for more than ten years.

SCOTT GEARIN is the award-winning designer of innovative games such as Spycraft and Stargate SG-1. His most recent credits include The Black Company, Dark Inheritance, and Ex Machina.

Most helpful customer reviews

19 of 21 people found the following review helpful.
Left wanting
By David J. Chayim (Vargas)
At first, I was skeptical about the Eberron setting, but after trying it out - it was enjoyable, albeit different. I was looking forward to this book to find out more information to use in a campaign. Unfortunately, the book is mostly filled with the same information from the ECS presented in a different format. Sure, they include 1 prestige class per nation and some NPC stats and monsters - but the world was left just as vague. The power group and cultural information is definitely a plus to have - no other books have successfully detailed this before. Thrane was the most underdeveloped portion of the book though and if you want information on specific portions of the landscape, you'd be better off making it all up. Of the nations, Aundair and Breland are the only ones that have decent details on the geography. Bottom line: good for skimming, but no real meat to pour through anyway.

23 of 27 people found the following review helpful.
Additional Eberron Material
By Tim Janson
I guess the days when you buy a campaign set and everything is included are long gone. "Eberron: Five Nations" is a new, hardcover supplement for the Eberron campaign setting and provides some additional meat to that campaign. It would have been great for this to be included all in the original campaign but such is life in RPGs. This supplement specifically covers what has become known as the five nations. A detailed history explains how these were once united into one kingdom with a tradition of choosing a new successor to the throne. But when five rulers chose to ignore the rules of succession a hundred years war erupted, tearing the lands apart into the five distinct kingdoms of Aundair, Breland, Mournland, Karrnath, and Thrane.

Each of these five lands are covered in the book with a detailed map, information about it's people, notable places, groups, and social structure. There are also adventure hooks provided for each region that the enterprising DM can use to build scenarios from. For example in Aundair players can traverse the Crying Fields which, during full moons, becomes haunted with undead. Encounter tables are provided as the players can run into some of the most dreaded forms of undead including wraiths, specters, vampires, shadows, even liches.

The book provides several new prestige classes like the Knight Phantom, Dark Lantern, and Cyran Avenger. The Knight Phantoms are wizard knights that are similar to the Eldtritch Knights found in the DM's guide. They are known for riding upon phantom steeds. The Dark Lanterns are the spies and assassins for the crown of Breland. They have a unique blend of fighting, stealth, and diplomacy skills, perfectly suited for missions of espionage. They gain the slippery mind skill which allows them an extra save to escape from charm/mind control spells. The Cyran Avenger is kind of an Avenging Ranger class whose combat proficiencies are combined with hunting and tracking skills. The Cyran Avenger gains a benefit called an Avenging Strike that can be performed on any creature that has harmed an ally of the Cyran Avenger. This strike provides extra damage to the attack.

There are also the ubiquitous new monsters and such. Like most WOC it has top production values; the art is uniformly good throughout and book the book is bound very well. The information is maybe a bit superfluous however. It provides added depth but it's not required reading. Eberron definitely has a different feel than The Forgotten Realms though and if you're looking for a different campaign than Forgotten Realms, then Eberron is a good choice.

Reviewed by Tim Janson

17 of 20 people found the following review helpful.
Cool new book for Eberron detailing the Five Nations
By thebardwithnoname
Firstly the book looks nice; the artwork is on par with what you would expect from an Eberron book.
The new prestige classes look kinda cool.
The 5 facts every *insert nation here* citizen knows is cool flavour.

The Five Nations are explored in some detail; Aundair, Breland, Cyre/The Mornland, Karrnath and Thrane.

The book begins with an introduction which outlines the origins of the nations and the last war. It then moves into a chapter on each of the nations, so there are like, 5 chapters Scoob.

The nation by nation layout of chapters would great if there was a way to cross reference stuff (EG. an index...)

Each of the nations is provided in some detail, people, places, the locals, adventuring in country and power groups too. A number of chapters include prestige classes and Chapter 3 has The Lord of the Blades, picture, stats and all. (I must say I was a bit disappointed by that, I mean either keep him a mysterious figure or make him unique, he does not even use a unique weapon for example, however his armor additions are kind of cool.)
I enjoyed the chapter on Karrnath; the political aspects of this nation are intriguing.

However for all its good stuff, the book does have some basic failings
NO INDEX! This is the worst of the books flaws.
*Start Rant*
Why of why, release a reference book but don't include an index!
Did you not learn your lesson from Sharn: City of Towers, where the author put an index(es) on his website as they were not printed in the book?
*End Rant*

The prestige class divided by country chapter is a different alternative to the usual style of presentation (eg all in one chapter) however it seems to work in this book.

It is a little thin (only 160 pages and some of the pages at the back are advertisements!) Don't try and sell me more stuff, make the book I bought better (EG. AN INDEX!!!!!)

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Jumat, 21 Maret 2014

* Fee Download Night Masks: The Cleric Quintet, Book III, by R.A. Salvatore

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Night Masks: The Cleric Quintet, Book III, by R.A. Salvatore

R.A. Salvatore's The Cleric Quintet tells the tale of the scholar-priest Cadderly, who is plucked from the halls of the Edificant Library to fulfill a heroic quest across the land of Faerûn.

The assassins of the Night Masks stalk the shadowy streets of the city of Carradoon, led by the sinister killer known as Ghost. Cadderly struggles against the dreaded Chaos Curse in these dark, evil-haunted alleyways, with a silent death around every corner.

  • Sales Rank: #290712 in Books
  • Brand: Brand: Wizards of the Coast
  • Model: 23971
  • Published on: 2009-05-05
  • Released on: 2009-05-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.86" h x .95" w x 4.19" l, .40 pounds
  • Binding: Mass Market Paperback
  • 368 pages
Features
  • Used Book in Good Condition

About the Author
R.A. Salvatore is the author of forty novels and more than a dozen The New York Times best sellers, including Neverwinter which debuted at #3 on The New York Times bestseller list.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Even better cheers for Book III of "Quintet!"
By Blake Williams
Cadderly Bonaduce is growing up...but also beginning to understand that he has divine powers latent within him. The dreaded Night Masks have NEVER failed to complete an assassination! I won't tell you who sent these dogs after Cadderly...but suffice it to say, in RA Salvatore's unique style that only he can bring us, the tale of his battle with these assassins not only goes in an unexpected direction, but we learn the the truth of the unimaginably evil entity that lies behind the Night Mask's power! This 3rd installment (like most of Salvatore's work) is even better than all the one's preceding it! Cadderly continues to mature not only in Divine power...but also in his love for Danica (despite her having to save his backside countless times!). We see him let go of his prejudices. We see him uncover the ugly truth behind his parentage. We see him defeat evil NOT because of his prowess in battle...but through his deepening faith in his god Denir. This book, despite all of its exciting fights, twists & turns, magic, and near-death escapes; is really more about Cadderly starting to become who & what he is destined to become! You will be unable to put it down!

2 of 2 people found the following review helpful.
Great book, darker than it's predecessors
By M. Sayre
Night Masks is a great continuation of the Cleric Quintet series. It definitely continues to carry the story line into darker territory, and also presents some great deepening and expansion of the relationships between some of the main characters of the series. A great book, just be sure to read it in the proper order with the rest of the series.

0 of 0 people found the following review helpful.
An Agnostic Priest Searches for His Faith
By David I. Williams
After the brutal battles in Shilmista Forrest Cadderly Bonaduce takes leave of the Edificant Library and moves to the city of Caradoon. He is afraid that he has lost his faith. Once again in battle he was forced to kill and he is not sure how to handle the feelings that go along with that. As he moves forward in his studies he begins to develop new powers. These powers begin to grow in him in new and frightening ways. At the same time he is being stalked by a deadly group of assassins known as the Night Masks. They have been hired by the leaders of Castle Trinity who are tired of the young priest showing up and ruining their plans.

Danica and the Bouldershoulder brothers join him in Caradoon and before long they are all fighting for their lives against an insidious assassin known as The Ghost. Their survival will depend on them working together. Most of all their survival will depend on Cadderly coming to an understanding of these new powers and recapturing his faith.

This book is a pivot point in the series. Cadderly and Danica take their relationship to a whole new level. He has to become a true leader in the fight against their foe. Most of all the young agnostic priest has to come to grips with his place in the universe and learn to believe. By the end he has found his way and knows what he has to do.

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!! Download PDF Dragon Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Owen K.C. Stephens, Rodney Thompson

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Dragon Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Owen K.C. Stephens, Rodney Thompson

An exploration of two of the most exciting components of D&D® – magic and dragons!

Dragon Magic changes the way dragons are used in D&D campaigns. By imagining a world in which dragons openly share their magical secrets with humans and other races, this supplement encourages characters to form associations with dragons and learn ancient dragon secrets. Intended for both players and Dungeon Masters, Dragon Magic offers players new feats, spells, and magical items tied to dragons, while it gives DMs information on how to run a challenging new setting or enrich a current campaign.

  • Sales Rank: #292156 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2006-09-12
  • Released on: 2006-09-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .57" w x 8.46" l, 1.40 pounds
  • Binding: Hardcover
  • 160 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

76 of 78 people found the following review helpful.
Sell Your "Races of the Dragon" and Pick This One Up
By S. Johnson
If you're running a dragon-based campaign, the Draconomicon was an ideal book for the DM. Then along came Races of the Dragon, which gave Kobold-lovers something to work with, but offered little else interesting to the casual player. Dragon Magic makes up for what RotD failed to bring to the table. As with many new books released, this one doesn't require other sourcebooks, but certainly makes use of them. It is expected from a dragon-related book, but as a warning, this book is very Sorcerer-intensive.

The layout is straightforward, beginning with a few new sub-races. All of the major races as well as drow, hobgoblins, and lizardfolk get matched up with a different dragon type based on similarities, such as Gnomes and Copper Dragons both being notorious tricksters. These make for some interesting combinations, though nothing stands out as being a cut above the rest. As in the Player's Handbook II, alternate class features are offered to most of the major base classes (including the Favored Soul, Hexblade, and Dragon Shaman). The feats are cut and dry, most based on specific draconic lineage. A PC could easily drop one or two feat choices in here to gain some minor draconic power without sacrificing their chosen path, as seems to be the emphasis of the book. The draconic deities now have respective Initiate feats for their clerics and paladins.

Whereas the Warlock draws its power from a demonic background, the new class, Dragonfire Adept, draws its power from draconic heritage. Instead of an Eldritch Blast, they have a Breath Weapon that can be altered similar to the Warlock's blast. The Dragonfire Adept gains Invocations in much the same way as the Warlock, although ending with a slightly smaller number (this is made up for by the fact that Breath shaping/affecting is automatically gained through level progression, whereas these were Invocation options for the Warlock). The Prestige Classes simply require a dragonblood subtype for the most part and are fairly accessible. As per usual, you can expect at least one PrC to be offered primarily to Psions, one to Monks, and one to Undead turners.

There's about 40 new spells available, a handful of psionic powers, breath effects (the equivalent of eldritch essences), draconic auras (compatible with the Marshal's auras), draconic invocations, and warlock invocations. Much to my surprise, Magic of Incarnum, Tome of Magic, and Weapons of Legacy get some time to shine. Meldshapers with the dragonblood subtype have access to a few new soulmelds, and Binders have a new vestige to call upon. At the end of the list of magical items, there is one piece of Legacy equipment, the Wyrmbane Helm. Look for about a dozen new beasts to add to your menagerie. One new feature available is the Draconic Pact, which allows you to give a spell slot (and some fitting treasure) to a willing dragon (who gains that spell slot). The dragon then gives you access to a number of spell-like abilities based on the level of the spell slot exchanged and related to the dragon's type. It's a nice new concept and provides another good alternative for spellcasters.

That is the bulk of the book. I honestly did not expect a great deal out of this text after the Races of the Dragon release, especially since I rarely use dragons of any sort in my campaigns. However, the goal of this book does not appear to be "here's new material for your dragon-heavy campaign," but rather "here are subtle ways dragons can be incorporated into any campaign without becoming a dragon-heavy campaign." I applaud the book for reaching out to so many other sources like Magic of Incarnum and Tome of Magic and Complete Arcane, but without access to these books, a small but hearty chunk of Dragon Magic is lost. It is the perfect compliment to the Draconomicon, and a great replacement for Races of the Dragon. If you like to play with dragons, pick this one up.

25 of 26 people found the following review helpful.
The power of dragons!
By Michael T. Schell
Dragon Magic is a really interesting book with options for players that add some of the power of dragons into a given campaign without making the scope revolve around dragons. The Dragonfire Adept is a neat concept I will admit, it actually works slightly better in my opinion than the Warlock or Dragon Shaman class. All the core classes get a little something in their options to give them some draconic ability or ally. The one origin of the sorceror gets strengthened, naturally, but all these lovely toys are really just options to be used or discarded as a given group sees fit.

Of the three dragon focused books, this and Draconomicon are the better of the set. Draconomicon was more for the DM but it has some neat tidbits for the players as well. Races of the Dragon is the weakest link, I tend to get one of everything and this is one I probably should have ignored. But Dragon Magic did positively impress me with how well it was put together and the wealth of options within.

There are references to other books in this one, those of us that doled out some of our hard earned money for Weapons of Legacy, Magic of Incarnum and Tome of Magic get some extras to play with. Those that didn't get any of the three I mentioned will be missing out but not too much. The material enriches a given campaign but can be done without which.

If you run a campaign with a focus on dragons, you want this book. If you run a campaign that has the occasional dragon hunt, you want this book. If you run a campaign where there are dragons, but they don't do much, this book my be handy. Even if dragons no longer exist but they had an effect on the campaign world, this book will have some nice tidbits. All in all it's worth picking up, for options; for ideas; for some twists to the same old thing.

11 of 13 people found the following review helpful.
Almost Too many options!
By Geoffrey W. Cannon
Although my own personal favorite options are the racial options (from Glimmerskin Halflings to Frostblood orcs--basically, a toned down version of the half-dragon. finally!), the book has many many options for your favorite sorceror, or half-dragon. Those who enjoyed the warlock clas (from Complete Arcane) will enjoy the Dragonfire Adept class. Personally, I didn't really look over it with too much interest, but that's just me. It has ideas for the Dungeon Master, for dragon overlords, and new (?) ways to roleplay a draconic creature. New monsters, New spells, new races, new feats..... hm. maybe it is alot like the other D&D supplements, but it is a very nice book nonetheless, especially if you like to add more draconic history to your campaign; if you have the Complete Mage, Complete Arcane, and Races of the Dragon, it's even better.

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Rabu, 19 Maret 2014

* Ebook Free Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

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Dark Sun Campaign Setting: A 4th Edition D&D Supplement, by Richard Baker, Robert J. Schwalb, Rodney Thompson

Explore a savage, wondrous world...

Aimed at players and Dungeon Masters, this game supplement explores the heroes and wonders of Athas—a savage desert world abandoned by the gods and ruled by terrible sorcerer-kings. Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign!
 
The Dark Sun Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.

  • Sales Rank: #634060 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-08-17
  • Released on: 2010-08-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .65" w x 8.55" l, 1.91 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • New Supreme Hobbies item

Most helpful customer reviews

66 of 69 people found the following review helpful.
Simply outstanding - an old classic revitalized
By William M. Wilson
When I was in High School, the original Dark Sun 2e box came out after much (for the time) fanfare. I couldn't wait to get my grubby little paws on it, and once I did, it started a love that's lasted for almost 20 years.

Sure, at the time, I was largely interested in the powergamey stuff - the wild talents, the four-attack-per-round thri-kreen, the Strength 24 half-giants, and so on. But over time, as more outstanding supplements came out, I was enthralled by the setting itself. It's bizarre and unique and nothing quite like it has ever been released before or since. I mean, a desert world with unique and deadly flora and fauna, where psionics are commonplace, and powerful wizard-psions rule city-states while turning into dragons? It was insane and utterly captivating. And then TSR basically blew up the setting by throwing a common-for-the-90's metaplot at it. (A metaplot, fwiw, which my players and I completely ignored.)

Anyway, I've been anticipating Dark Sun 4e since it was announced a year ago. The book has been well worth the wait, and sets a new high water mark both for 4e settings (admittedly not a high bar at the moment) and 4e books in general.

Okay, so what can a fan of the 2e setting expect? Well, the most important thing to remember is that, just like Dark Sun 2e took the iconic parts of the 2e setting, Mad-Maxed them up, and added spiky bits, Dark Sun 4e does the same to the iconic parts of the 4e setting. So there's some new stuff - Tieflings, Eladrin, and Dragonborn for example. Much like the other races, these are thrown through the Athasian blender. Tieflings are "desert devils" - cruel, bloodthirsty raiders in service to demons. Eladrin are xenophobic, mage-hating psions clinging to the last vestiges of the rapidly-dying Land Beyond the Wind. Dragonborn are the Dray - which were around in 2e, reskinned. Half-Giants simply use the Goliath mechanics, which is fitting. Setting favorites Muls and Thri-Kreen make their 4e debut. There are very few other races still around, unless you wheedle your way into them with your DM.

By default, the gods are dead and gone. That means no divine classes, either. This was a jump a lot of people didn't expect them to make, but I'm glad they did. Taking the place of 2e's Elemental Priests are new options both for Shamans and for all other classes as well.

Mechanically, the biggest innovation for Dark Sun are Character Themes. More or less, these are paragon paths you take at 1st level; they sit on top of your class, and tie your character further into the setting. Among these options are Gladiator, Elemental Priest, Templar, Wilder, Noble Adept, Dune Trader, and Athasian Minstrel. They give you a handy Encounter power, and down the road, you can pick a series of Powers from your Theme instead of your class.

It also takes a major step back from magic items. An inherent bonus system, similar to the one from DMG2, is presented as the default, thank goodness. This makes the characters "work" mechanically, even without magical gear at all.

OK, enough about mechanics. The setting itself? Gorgeous. WotC listened to fans, and reset the timeline to just after the death of Kalak. This means no Cerulean Storm, no dead Dragon, etc. It's awesome. Each City-State gets a few pages all to itself, and every one gets a nice map. There's a lengthy section on adventuring in Athas, with (harsh and deadly) rules for travel and desert survival.

All in all, it takes all the stuff I love about Dark Sun and all the stuff I love about 4e, and puts them in a neat little package which my players are already clamoring for me to run.

I recommend this book to anyone who's a fan of Dark Sun of any edition, any DM looking for something other than typical fantasy, and anyone who was on the fence about 4e and needed something awesome to convince them to take the jump.

One note - if you are new to 4e, and Dark Sun has convinced you to take a swing at it, I'd strongly suggest a DDI subscription. It will let you get all the character options included in Dark Sun for an intensely low price.

Happy gaming!

26 of 30 people found the following review helpful.
Wizards of the Coast Succeeds in Bringing Dark Sun to 4E!
By Christiaan Huygens
I've been coordinating and running a table for the D&D Encounters Dark Sun adventure. The Encounters format and the Dark Sun adventure in particular leave a lot to be desired.

But in my opinion the new mechanics, the races and classes (and themes), and the setting descriptions have done a great job.

The game feels like a blasted world where survival is a challenge even when you aren't being chased by a powerful primal shaman and his hirelings or captured by a tribe of evil hobbits that plan to eat you.

Only 4 stars though, because the book feels about 75% done:
* There are "page [xx]" typos. Simply inexcusable from a major publisher. Michele Carter, Greg Bilsland, M. Alexander Jurkat, Ray Vallese, and Kim Mohan (the credited editors) should be ashamed and embarrassed when even one of these gets through.
* A lot of the little incidental art scattered through later chapters is just plain bad. Also, no one knows how to illustrate thri-kreen.
* There are waaay too many small portraits of characters doing stuff throughout the rest of the book. There is not enough world building, setting defining medium-sized (like half-page or so) pieces. Which leads to:
* The book feels very light on art, especially in later chapters like "Atlas of Athas" which contributes to the next point:
* It feels short. The original Dark Sun had something like a dozen books and boxed sets released with three years of its release full of stuff to draw from. I expected more detail about everything: only four new rituals? the entirety of the forest ridge gets two pages? twenty pages of advice to DMs?

But a lot is really good:
* It has the polished layout we expect from 4E at this point.
* Though the art is a mixed bag, there is some really good stuff here. The splash page art at the beginning of chapters is mostly really good. The portraits in the Races and Themes chapters are mostly good. I love the city maps.
* I love the pictures on p139 and p183. I wish they were larger and there were more like them.
* I love the themes, muls and thri-kreen. They have "felt right" the ten sessions I've played with them. I don't have a problem with goliaths being plopped in for half-giants. In fact, I am likely to retcon goliaths in my games in other worlds as being descended from half-giants from Athas.
* The few pages for DMs are pretty well done. The adventure looks lame, though.
* The new mechanics unique to Dark Sun are just right. I like survival days, sun sickness, and weapon breakage.

So, I'd say WotC has succeeded in bringing Dark Sun to 4E.

It's a strong setting despite some failures in execution and presentation. Players will enjoy creating and running unique characters. DMs will enjoy new and unique ways to kill those players.

17 of 19 people found the following review helpful.
Best campaign setting for 4e yet.
By Candin
The previous campaign settings for 4e, Forgotten Realms and Eberron respectively, were pretty good books in my opinion. If I had one complaint about those, is that the books thought for you too much. They told you exactly who was important, where was important, why they are important, and in some cases, what would happen if they ceased to be. While some may like the amount of detail put into the world, I do not. I can appreciate what Wizards of the Coast was trying to do with those worlds. They tried, and certainly succeeded, in making both settings living, breathing worlds, full of history and culture. I found the amount of information nice to read, but stifling to make adventures for, and thus continued playing the default campaign setting, the unnamed "points of light" world that Wizards introduced in 2008 as the core setting.

Dark Sun is, without a doubt, a world rich in history. It became apparent as soon as I opened the book and started reading. However, there is a major difference between the Dark Sun Campaign Setting book and the campaign setting books of Eberron and Forgotten Realms: the information here is bare minimum. It is still enough to give you a detailed look at the world, but scarce enough to let you truly take any area of the world and do as you wish with it. I have already run two games in this setting, and I love the amount of freedom the world gives me. In Forgotten Realms, they tell you why Goblins are here and why Goblins would never be here. In Dark Sun, any creature of any level can be found in the vicious wastes. They don't tell you "Silt Runners won't be here because...", and that's what the previous campaign settings did wrong. In short, this book doesn't think for you, it thinks WITH you.

I can only hope that the future campaign setting books are designed like this. I know in full that the design of this book was an intentional throwback to the old book, and I say keep at it. Give me just barely enough information to know what is going on with the world. Keep it's true history hidden. Keep it's ruler's intentions secret. Let the players, not the world, decide what evils the enemies are up to. For the first time since the core ruleset came out, I have felt a world offer unlimited potential to both players and Dungeon Masters, and it is good.

I am, however, not without complaints. An earlier reviewer had mentioned there are far too many instances of complete page references, sentences that say "see page xx for details" and this is a legitimate excuse. Even during initial casual browsing, I found no less than three instances of it. Two, even one, is inexcusable from a powerhouse such as Wizards of the Coast. Other complaints I have are superficial, such as Wizard's continuing use of Wayne Reynolds, who is quite possibly the worst fantasy artist I've seen. Still, the good far outweigh the bad, and I feel that Dark Sun will be the best setting 4e has to offer for quite some time.

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Minggu, 16 Maret 2014

@ PDF Ebook Servant of the Shard (Forgotten Realms: The Sellswords, Book 1), by R.A. Salvatore

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Servant of the Shard (Forgotten Realms: The Sellswords, Book 1), by R.A. Salvatore

With each kill, I grow wiser, and with added wisdom, I grow stronger.

Powerful assassin Artemis Entreri tightens his grip on the streets of Calimport, driven by the power of his hidden drow supporters. But his sponsor Jarlaxle grows ever more ambitious, and Entreri struggles to remain cautious and in control. Soon, the power of the malevolent Crystal Shard grows greater than them both, threatening to draw them into a vast web of treachery from which there will be no escape.

  • Sales Rank: #81712 in Books
  • Brand: Wizards of the Coast
  • Published on: 2005-05-01
  • Released on: 2005-05-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.83" h x 1.04" w x 4.52" l, .40 pounds
  • Binding: Mass Market Paperback
  • 384 pages
Features
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Amazon.com Review
Think of it as Drowfellas. Backstabbing and internecine intrigue abound as the ambitious members of a shady organization (in this case, the dark-elf mercenary band Bregan D'aerthe) vie for power, struggle to fend off reprisals, and generally cause all sorts of trouble. Themes of redemption and moral metamorphosis keep the plot moving, accompanied by intermittent bursts of spectacular, cinematic violence.

The Servant of the Shard, the immediate follow-up to The Spine of the World and The Silent Blade, is the long-awaited exposition on the history of Artemis Entreri. But perhaps more importantly, Servant of the Shard brings us the brilliant, bang-up pairing of master assassin Entreri and Bregan D'aerthe godfather Jarlaxle, filling out a deadly triangle with the bloodthirsty artifact Crenshinibon. (The rest--more magic items, tons of cool spells and psionics thanks to Rai-guy and Kimmuriel Oblodra, cameos from The Cleric Quintet, and a blow-out finale with an ancient red dragon--well, that's all just icing on the cake.)

The big question, which hopefully won't have to be asked again after this title: Can Bob Salvatore really pull off another Drizzt Do'Urden book without Drizzt? Without a doubt. Anybody who wasn't won over by the Wulfgar-centric Spine of the World should come away more than satisfied with The Servant of the Shard. Grumbling and hammer-hurling (courtesy of Wulfgar) might not be your thing, but Drizzt does have an equal in Entreri when it comes to perplexed introspection and predictably dazzling swordplay. If nothing else, Salvatore is merely collecting on investments he's made in his previous 17 Forgotten Realms novels--after laying such a strong foundation with solid plots and characterizations, it should come as no surprise that we're instantly sucked into a story that brings a couple of formerly supporting characters to front stage center. --Paul Hughes

About the Author
R.A. Salvatore has published numerous Forgotten Realms novels with Wizards of the Coast, Inc., most of which have been New York Times bestsellers. He is also known as the bestselling author of the Star Wars Episode II: Attack of the Clones novelization from Del Ray.

Most helpful customer reviews

50 of 51 people found the following review helpful.
Duplicate book!
By Anonymous
I am not sure why no one else mentions this, but I first read this book in the Paths of Darkness compendium. Yes, maybe it is my own fault for not checking a little closer, but it seems a bit dubious that it would be included with the other series and then labeled as a different one by itself. The story itself is entertaining and it is nice to move away from the Icewind Dale characters to some a little darker and with ulterior motives. Just check to make sure you don't already own this one before purchasing it!

32 of 34 people found the following review helpful.
One of Salvatore's best...
By A Customer
I got this book weeks ago and was wondering when it would be available so I could share my enthusiasm for this work of art.
Even more so than in The Silent Blade, Artemis Entreri becomes more than a simple archvillain for Drizzt Do'Urden. His character development in The Servant of the Shard continues where it left off in The Silent Blade and a true metamorphosis occurs, one in which more is revealed than changed about Entreri...he becomes more nearly himself, as it were.
We see this most resourceful of humans take on nemeses that no other mortal can hope to challenge, much less persevere against. Entreri becomes much more than Drizzt's foil, a dark mirror...Entreri truly comes into his own in this novel and asserts his status not only as Drizzt's equal in battle, but also as a unique individual who has a life beyond his rivalry (now dead) with Drizzt.
At the same time, we, the readers, can start to fully appreciate the circumstances which created such a cold, ruthless man who can best the long-lived, intrigue-loving drow at their own game. We also see a validation, to a certain degree, of Entreri's way of life--a justification, at the very least, of why this man walks alone. To do this, Salvatore sets Jarlaxle, the wily mercenary leader, opposite Entreri in this novel. "Who is the stronger, then, Jarlaxle the partner or Entreri the loner?" to which Entreri's response is an emphatic, "I am."
Even as Salvatore shows what is wrong with Entreri's lifestyle, he also examines what brought the man, as supremely-talented, intelligent, and iron-willed a human as had ever lived, to such a state, and why the choices he made at the time seemed right. Entreri's tribulations and triumphs evidence both.
Besides Entreri, other favorites are also revealed more fully, such as Jarlaxle. This, in fact, is the work that truly deals with Jarlaxle--he is on the cover, after all, and in the title...but it is through Entreri that Jarlaxle is finally explored--through Entreri's eyes. At long last, that impenetrable facade of Jarlaxle's is lifted, just for a second, to give us a glimpse of the mortality behind the calm and collected opportunist.
Plot-wise, this is also one of Salvatore's best...deliberate and masterful, he wends his way through a story that, I think, he has long wanted to tell...to himself! No haphazard jabs into the dark for this work--Salvatore is the master bard, fully in control of the tale from beginning to end.
To the fan, this is classic Salvatore. To the fantasy enthusiast, this is one of the few good works coming out of TSR.

47 of 52 people found the following review helpful.
Artemis Entreri & Jarlaxle fans rejoice!
By A Customer
Salvatore has performed a hat trick (bonus points for me for a hockey reference) in what is now known as the Paths of Darkness series of novels which are The Silent Blade, The Spine of the World, Servant of the Shard, and the forthcoming Sea of Swords.
Some fans grumbled about the novel Passage to Dawn, complaining that Salvatore appeared to have lost his magic and that the story itself was redundant and mediocre. Critics! Can't live with 'em, can't deport 'em!
Salvatore has come back to the Forgotten Realms with a vengeance with this latest series of novels and should have put to rest any doubters out there that he has lost his style. Silent Blade and Spine of the World were fantastic and Servant of the Shard might have even surpassed those two in my opinion.
People were skeptical about Spine of the World since it focused on Wulfgar, and Drizzt wasn't making an appearance, but it definately earned its place on my book shelf. I loved it. If we need a break from Drizzt every once in a while, why not take a closer look at the other characters for a change?
Now Salvatore has done it again with Servant of the Shard. Now we get a wonderful adventure that explores the current exploits of Jarlaxle, the flamboyant Drow mercenary band leader, and Artemis Entreri, master assassin. With sword fights, psionics, drow, illithids, powerful sentient weapons and artifacts, conspiracy & intrigue, demons, the Bouldershoulder brothers, and more, it's a very enjoyable novel even without Drizzt.
I definately recommend this volume for Drizzt and Forgotten Realms fans out there and look forward to the 4th volume next year.

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