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A Practical Guide to Dragons (Practical Guides), by Lisa Trumbauer

This lavishly illustrated guide showcases the wide array of fantastic dragons encountered on the world of Krynn. Sindri Suncatcher–wizard’s apprentice–opens up his personal notebooks to share his knowledge of these awe-inspiring creatures, from the life cycle of a kind copper dragon to the best way to counteract a red dragon’s fiery breath.

The perfect companion to the Dragonlance: The New Adventures series, this beautifully illustrated title introduces readers to the looks and habits of dragons of the Dragonlance world. With tips and tricks every new adventurer can use on imaginary encounters with dragons, this book will enchant readers with both pictures and words.

About the Author
Sindri Suncatcher is a three-and-a-half foot tall kender, who enjoys storytelling, collecting magical tokens, and fighting dragons. He lives in Solamnia and is currently studying magic under the auspices of the black-robed wizard Maddoc. You can catch Sindri in the midst of his latest adventure in The Wayward Wizard.







  • Sales Rank: #94926 in Books
  • Brand: Mirrorstone
  • Model: 786941642
  • Published on: 2006-09-26
  • Released on: 2006-09-26
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .47" w x 8.81" l, .0 pounds
  • Binding: Hardcover
  • 80 pages

Amazon.com Review
Did you know dragons hate sweet flavors? Or that the Draconic word for ugly is "nurh"? Or that the best place to find a green dragon is behind a waterfall? Any dragon buff worth his or her salt needs to know the ins and outs of these frightful, spectacular creatures. And Sindri Suncatcher, the wizard apprentice narrator of A Practical Guide to Dragons is just the man for the job. Although he forbids potential readers from opening the book, the insatiably curious will ignore the warning and begin reading Sindri's "scrolls" to learn what the sometimes foolishly fearless kender (small, mischievous hobbit-like man) has learned about dragons.

This gorgeously illustrated book by Lisa Trumbauer will provide hours of absorbed entertainment for humans in search of the nittiest grittiest details about dragons, from anatomy and physiology to combat techniques to society to language to the many types of dragons. Packed with details, it also is infused with sly humor throughout, with many allusions to Sindri's adventures with dragons, as well as to his colorful family (the book is dedicated to Aunt Moonbeam). --Emilie Coulter

From School Library Journal
Grade 3–7—Readers of "Dragonlance: The New Adventures" series (Mirrorstone) will recognize the "inscriber" of this book, an elf-eared "kender" named Sindri Suncatcher. Having gleaned much of his knowledge from a wizard mentor, he begins his book with a general look at the anatomy and life cycle of dragons. The bulk of the work is divided into six-page chapters, each introducing a specific species with a fierce-looking, full-page portrait and descriptions of physical attributes, offspring ("Eggs"), development ("Wyrmlings"), adult behavior, lair, and combat skills. Inset paintings, labeled anatomical sketches, and maps decorate the pages, which are shaded to look like parchment. Readers will learn that red dragons are "ferocious and cruel" and live in volcanoes, blue ones use their lightning breath to cook their food, brass dragons prefer talking to fighting, and gold ones spend most of their lives in human form. Filled with interesting and quirky details, this well-imagined manual is fun to browse. Although readers unfamiliar with Sindri's world may feel lost by references to the character's compatriots and experiences, this offering may appeal to die-hard fantasy fans.—Joy Fleishhacker, School Library Journal
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

Most helpful customer reviews

0 of 0 people found the following review helpful.
The only good thing a Kender has done.
By James Foster
While a more child-like view of them, understandable since a Kender "author", A Practical Guide to Dragons still gives a detailed and interesting read into the D&D world of dragons. While the 3.5 Draconomicon could give intricate details and stats to run a battle or an encounter this book tells it from the view of someone who lives in the world that these great beings are a part of. There were many times where I already knew the information about the different colors of dragon (I would sometimes put the book down to open the 3.5 Draconomicon to make sure, haha.), I retained that sense of wonder from reading about the habitats, likes, and attitudes.

It is more in line for teen to preteen as the author holds onto that Kender outlook as written down in the book. There were times where I would be annoyed by it but I am a 25 year old man, so it wasn't quite meant for my age group, haha. Kenders also have a very...negative reaction in D&D circles, which I will admit colored my view. I will give them this one though and only this.

Regardless of it, it's still a fantastic book for someone who loves dragons, D&D, and who wishes to inspire imagination in minds of all ages. A great book to get ones children interested in running or playing their own session. The other books, A Practical Guide to Dragon Magic and A Practical Guide to Dragon Riding, are also wonderful books on their own or together and I encourage you to get them as well.

35 of 37 people found the following review helpful.
For The Younger Dragon Hunters
By Mel Odom
Longtime fans of Dungeons and Dragons will recognize all of the dragons included in this slim, elegant manual. Those of us who began playing back in the 1970sknow these dragons by heart. However, we've never seen the material presented in this way.

My son and I read together all the time. We enjoyed a lot of fantasy novels, including the Harry Potter books, and he gets totally captivated by imaginary creatures. Last night, while perusing the new releases, my son discovered this book. The first time I noticed that he had it Was when I realized how quiet it had gotten. Though he enjoys reading books with me, he doesn't necessarily enjoy watching me look through the racks. He's nine, so he can fold up and sit on the floor anywhere.

Last night he was folded up reading this book. When I asked what he was looking at, I could see the excitement in his eyes when he showed me this book. I recognize that immediately as Dungeons and Dragons material, but the usual TSR and/or Wizards of the Coast Logos were nowhere to be seen. I looked at the publisher and realized it was Mirrorstone, an offshoot of the Wizards of the Coast publishing arm that directs books at young readers.

My nine year old loves read about animals. I don't know how many times he's come home and told me about animals he's read about and school. If he's not a zoologist, then he's going to be well-educated when it comes to animals.

Even imaginary ones!

The book is wonderful to look at. I flipped through the pages with him and talked about the times I had played Dungeons and Dragons and had to fight to the death against some of these creatures. Of course, he was mortified that I would even think about killing dragons. I tried to explain that some of them were evil and some of them had gold and treasure I wanted. He told me that dragons were entitled to their homes and that I was greedy. I didn't even bother to explain about experience points. I could only imagine my son's character getting charred and someone's campaign while trying to save dragons.

The pictures in the book are colorful and vivid, and printed on what looks like parchment paper. The combination gives the book the look of an illustrated manuscript. It's an oversized hardcover that looks like it can take years of love and punishment. (With children, love and punishment for favorite toys often cannot be separated.)

After we got home, my son continue to look at the book for over an hour, reading through the sections he got interested in. He came to me and ask the questions about dragons, testing my knowledge. I surprised him by knowing most of them, their breath weapons as well as whether or not they were good or evil. He told me he would study the book for a while, then I could test him.

Finding a book that totally entertains a child and immerses their imagination in another world is hard to find. Especially one there willing to pursue on their own. The language in the book is suitable for an aggressive second grader to read independently. The pictures will also inspire the budding young artist.

If you're looking for a unique gift for a birthday party, a book to take on long family trips, or something that won't get read once and simply filed away, I think you'll find A PRACTICAL GUIDE TO DRAGONS is a great book to entertain a young imagination over and over.

34 of 38 people found the following review helpful.
Great fun, and useful to boot
By Howard V. Tayler
If you're a D&D fan with kids, you need this book. I mean, you can't be letting your kids read the monster manual, even though they really want to, because they're not supposed to know how many hit dice that beholder has, right?

A Practical Guide to Dragons is perfect for kids. I scored a copy from Stacy Whitman, the Mirrorstone editor at Wizards of the Coast (we met at LTUE), and hadn't yet opened it myself when my 11-year-old daughter captured it and hauled it off to her bedroom.

She has read the Monster Manual (that's what I get for leaving these dangerous tomes just lying around where anybody can see them) but eagerly plowed into this "lighter" volume and reported back that it was much better, since there weren't tables of numbers detracting from the enjoyable blocks of text. Besides, the blocks of text were a lot longer, and far more fun.

After reading (and enjoying) the book myself , I found another use for it -- it is possible that a tome very like this one could actually be "player knowledge," and could be worked into your next campaign as both a prop and a resource. There's even a little table of Draconic words you could drop into your campaign, forcing your players to do some research with the book rather than just throwing a d20 against "Knowledge: Draconic" and hoping they don't pooch the roll.

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Dragons of Eberron (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting), by Keith Baker, Scott Fitzgerald Gray, Nicolas Logue,

All about dragons, Argonnessen, and the Draconic Prophecy!

Dragons of Eberron is a supplement that delves into the mysterious Draconic Prophecy and various draconic organizations. It introduces the continent of Argonnessen, homeland of the dragons, and describes various adventure sites and other places of interest that have never before been presented. The remainder of the book explores dragons on the continents of Khorvaire, Sarlona, and Xen'drik and provides several ready-to-play dragons, complete with stat blocks, lairs, encounters, and adventure hooks.

  • Sales Rank: #446312 in Books
  • Published on: 2007-10-16
  • Released on: 2007-10-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x .57" w x 8.40" l, .0 pounds
  • Binding: Hardcover
  • 160 pages

About the Author
KEITH BAKER is a freelance designer and novelist, as well as the creator of the Eberron campaign setting. His previous design credits include the Eberron Campaign Setting as well as the Secrets of Xen'drik(TM) and Secrets of Sarlona(TM) game supplements. He lives in Colorado.

SCOTT FITZGERALD GRAY is a freelance game designer and editor whose previous credits include the Secrets of Sarlona(TM) and Secrets of Xen'drik(TM) supplements.

NICOLAS LOGUE is a freelance game designer who has written numerous articles and adventures for Dragon(R) and Dungeon(R) magazines. His previous work includes the Voyage of the Golden Dragon(TM) and Eyes of the Lich Queen(TM) adventures.

AMBER SCOTT is a freelance game designer who has also written numerous articles and adventures for Dragon and Dungeon magazines. Her previous design credits include the Secrets of Xen'drik supplement.

Most helpful customer reviews

8 of 8 people found the following review helpful.
Excellent tool for Eberron DMs
By Russell Jones
This book does exactly what it's supposed to; gives interesting information about the dragons that inhabit Eberron, not just the one living in the secluded continent of Argonesson. Inside are a number of NPCs that make good patrons, allies, villains, and epic-level NPCs for each continent. The book is light on the crunch side, so players looking for new character options might want to stick to Dragon Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)or Races of the Dragon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement). For DMs, it's a perfect resource for those wanting to add a little more Dragon to go with their Dungeon.

7 of 7 people found the following review helpful.
Like Dragons? Like Eberron?
By Joshua Odd
If you answered "Yes!" to those questions, then this is for you.

Now, if you're looking for a bunch of high-powered dragon magics tailored to Eberron, then this isn't your book. This book is more reading than number-crunching. This book is great for those wanting to explore the various aspects of Eberron mythology, and this is the definitive source for dragon mythology in Eberron.

If you're worried about buying 3.5 books only to have 4th edition make them obsolete next year, no worries! This book was made with 4th edition in mind, so its rules are made to be easily translated for both editions (it includes the DnDInsider logo which represents this).

4 of 4 people found the following review helpful.
A nice addition to the Eberron Mytholgy
By James Clare
Dragons of Eberron is a nice addition to the campaign setting. In my mind, it should appeal primarily to Eberron DMs (especially those running a higher level game) and anyone eager to devour the settings lore. It contains little in the way of new monsters, feats, items, or prestige classes. While some DMs might take advantage of the numerous maps or statted out dragons, I think the book as a whole would not be very useful for the generic D&D and player.

As the title implies, if you are interested in the dragons of Eberron then the book is for you. It is well written and contains lots of useful insight and information. It covers the outlook and culture of dragons in general, the mysterious draconic continent of Argonessen, and details many dragons found in other parts of the world.

Of course, the pending release of fourth edition D&D may make some gamers understandably hesitant to buy 3.5 edition products. However, if you are planning to run Eberron in 4E I think this book could still be a valuable source of information. Of course, the stat blocks of specific dragons will probably be (more or less) obsolete but much of the book contains detailed lore and descriptions that will be useful reguardless of the rules set.

Overall I give this book a rating of 4 stars. It is well worth getting if you are interested in the subject matter and want to use dragons in your Eberron game; however it is only of limited utility to generic D&D players.

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  • Sales Rank: #7287502 in Books
  • Published on: 1997-10
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 8.75" w x 1.00" l,
  • Binding: Paperback
  • 336 pages

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Minggu, 27 April 2014

** Get Free Ebook Dark Sun Creature Catalog (Dungeons and Dragons: Roleplaying Game Supplement), by Richard Baker, Bruce R. Cordell

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Dark Sun Creature Catalog (Dungeons and Dragons: Roleplaying Game Supplement), by Richard Baker, Bruce R. Cordell

Monsters and other threats from the world of Athas.

This supplement for the Dark Sun® Campaign Setting collects the most iconic and dangerous monsters of the Dark Sun campaign setting into one handy tome. It also contains other hazards and threats found in the desert wastelands and dungeon tombs of Athas. The creatures and threats presented herein make worthy encounters for Athasian heroes or the heroes in your “homebrew” D&D® campaign.

  • Sales Rank: #62847 in Books
  • Brand: Wizards D and D
  • Model: 25388
  • Published on: 2010-08-17
  • Released on: 2010-08-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .50" w x 8.55" l, 1.35 pounds
  • Binding: Hardcover
  • 144 pages
Features
  • Dark Sun Creature Catalog Supplement Dungeons and Dragons 4th Edition by Wizards of the Coast

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17 of 17 people found the following review helpful.
Chitinous Creatures, and a brilliant DM Toolkit for Dark Sun campaigns
By William M. Wilson
I was torn between 4 and 5 stars for this, but in the end, I decided to round up because the price is so insane. For less than every other 4e book to-date, you get...

* A *hardbound* book with about a hundred pages of tough, scaly, chitinous, psionic, spiky, mutated beasts perfect for Dark Sun. (According to WotC, it was supposed to be softcover, but the printer's error is our gain!)
* A 20-page section on Important Personages, including all the Sorcerer-Kings and a few other notables from Heroic to Paragon levels. (This section also has stats for some templars for several of the cities.)
* A very nice, very important section for adapting existing monsters to Dark Sun. Monster Themes are included - many of which include trade-offs, where the monster loses one thing to gain another.
* A bevy of hazards for travel through the Wastes, fighting in the Arena, etc. The latter two sections take up the remaining 20 pages.

Overall, it's impressive as heck - especially for the price.

Naturally, it's not perfect, and for a few minutes, I was downright peeved. I couldn't find my favorite Dark Sun monsters - the Dwarven Banshees, Elf Dune Runners, and Athasian Sloths. Well, the Sloths still aren't here (doh!), but folks looking for those brilliant undead can check the Wight section. No idea why they're there, but they're still very true to the originals.

I also wish that more of the Sorcerer-Kings had had MM3-style tricks to throw off conditions. At high levels, I can see the Dragon of Tyr getting stun-locked, and that just makes me sad. Some of the Sorcerer-Kings have these sorts of tricks and some don't. Also, oddly, some are Solos and some are Elites. Those with a bent towards simulation might get distracted by this, but I think it makes sense - the Elites are just more likely to have fully-capable retinues. And, as one more tiny gripe in the "just to annoy us Dark Sun oldtimers" category, some monster names have been simplified (b'rogh -> brogh, hej-kin -> hejkin), and the plurals have all been normalized.

Overall, I'm thrilled with this purchase. I would have readily paid a few more bucks for this same content. It's a must-have for anyone running Dark Sun...

...but if you're not running Dark Sun, it's likely not be worth it. About a third of the book will be mostly-useless to you, and a lot of the monsters might feel incongruous in Forgotten Realms or the Nentir Vale. You could always reskin the cooler stuff, but you'd likely be better off just using the DDI Monster Builder. Still, for the price, it could be tough to resist.

7 of 7 people found the following review helpful.
More of the good stuff
By Markus Gerhard
Well don't expect many surprises, most of the creatures and monsters in this manual have been around since Dark Sun was a second edition setting. Still it is nice to see them in colorful illustrations, although it would have been nice if there were more critters that were well more innovative. Most creatures either come in the savage beast or psionic user flavor. I would have liked more undead.

A nice and unexpected touch was the section with stats on the Dragon kings. So we finally get to see them and they are not even all that powerful when compared to such creatures as the terrasque. But then again I don't think it good to have them actually fight the player characters.

Overall a nice book, if a bit slow, but I guess if this is your first taste of Dark Sun, you will enjoy it more.

7 of 8 people found the following review helpful.
WoTC actually shows interest in Dark Sun for Dnd
By Jeffrey Prall
The Dark Sun Creature Catalog is well done. It took a while to arrive for us all, but in the end, we got a great hardcover book. I am very pleased with this book. DSCC brings the goods.
For hardcore Dark Sun players from back in the day, this book serves well. Yes, it doesn't have all our favorite's, T'Chowb missing hurts me dearly, but it does give most of the old enemies new life for the 4th edition. I agree that I could have skipped most of the personalities in the end for more templates or more monsters, but some day, you will be thankful that someone else did the work on the Dragon of Tyr and the Sorcerer Kings. The Template, added in Dungeon Master's Guide II, is put to good use here.
Oh, we all want more monsters, I in particular want more Gith, but this book is well written and serious about Dark Sun. If you are a fan of the genre, are looking to become one or are in need of new monsters to challenge your player's, get this book.

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Sabtu, 26 April 2014

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Night of the Hunter: Companions Codex, I (Forgotten Realms), by R. A. Salvatore

R.A. Salvatore’s New York Times best-selling saga continues as dark elf Drizzt Do’Urden returns to Gauntlgrym with old friends by his side once again, as they seek to rescue Bruenor’s loyal shield dwarf-turned-vampire. But not only do Drizzt and his allies face a perilous journey through the Underdark and the dangers of the undead that lie within, but they must cross through a colony of drow, who would like nothing better than to see Drizzt Do’Urden dead.

  • Sales Rank: #70284 in Books
  • Brand: Salvatore, R. A.
  • Published on: 2014-09-02
  • Released on: 2014-09-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.80" h x 1.20" w x 4.10" l, .37 pounds
  • Binding: Mass Market Paperback
  • 352 pages

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

52 of 56 people found the following review helpful.
A Great New Beginning
By David I. Williams
In The Companions R. A. Salvatore brought Drizzt’s old friends The Companions of the Hall back to life. He did this in an amazing original way. Our heroes were not simply resurrected, instead they were given the chance to come back as newborn children. When they were born they had all of their memories of their past life and were fully conscious of this from the moment of birth. The book followed the first twenty-one years of the new lives of Cattie-Brie, Bruennor, and Regis as they grow and develop in their new personas. Each of them faces challenges and each of them grows in understanding as they prepare to meet again in Icewind Dale to stand beside their friend Drizzt.

Night of the Hunter picks up where both The Companions and The Last Threshold end. Readers of Salvatore’s Drizzt books know that he likes keeping a lot of different plot strands going at once. In Night of the Hunter this tendency is taken to the limit. There are at least four main plot lines going throughout the book. There are several other minor ones as well and they all touch, move on, bump in to another, and ricochet off that I felt at times like I needed to keep a score card to keep up with every character and plot happening around me. We follow more intrigues of Menzoberranzan as the Baenre family seeks to increase it’s powerful hold on the city. These intrigues include the new Drow city of Q’Xorlarrin that is being constructed in the ancient dwarven city of Gauntlgrym. Add to that the continuing story of Drizzt and his new friends, and the more recent companions of Drizzt and you have quite the story.

The primary story line follows Drizzt and the Companions as they work their way back to Gauntlygrim. Their mission their is to find their old friend Thibbledorf Pwent who has been turned into a vampire. They want to find a way to put him to rest. It is great to watch the old companions adventure together once again. At the end of The Companions we see that Wulfgar chose to join them as well. For the first time we get a happy Wulfgar. The barbarian lived a life torn by conflicting duties in his first life. Now he is back for the adventure. He plans to live life to the fullest. Regis has also changed and is anxious this time around to be a full member of the companionship, not just a tag along. Cattie-Brie is now the wisest of the team. Her communion with the godess Mielikki has imparted a lot of knowledge and understanding. Bruennor is driven as never before to bring his people together. Drizzt seems a bit overwhelmed, first at the return of his companions from beyond the grave, then with the new dynamics that this team represents. Along the way he will have to face some uncomfortable truths.

If I have one complaint about this book it is that it is too short. I see that Salvatore has a lot that he wants to do with this new story. In many ways Night of the Hunter feels incomplete. It feels like there is a lot of setup for the next book or two. In that sense the book feels incomplete. That doesn’t diminish this volume at all. It is a great new chapter in the Drizzt saga.

Over the years Salvatore has stood out in the fantasy genre with his abilities to grow and mature his characters. I’ve often been amazed at the emotional depth found in these stories that are on the surface simple sword and sorcery adventure novels. As he embarks on a strange and wonderful new adventure this skill is still there. Night of the Hunter is first and foremost a fun book. Salvatore manages the multiple plot lines with his usual skill. The fight scenes, one of Salvatore’s hallmarks are brilliant as always. His ability to include plot lines that contain everything from great political intrigues that may well change the world, to the emotional trauma of a single character caught up in that change keeps the story fresh and intriguing. Salvatore’s books are rarely ever slow and this volume keeps the pace moving. You find yourself flying through the book and at the end you are amazed that he is able to pack so much story into less than four hundred pages.

I received a free e-book copy of this volume for reviewing purposes. One way that I know I love a book is that immediately upon finishing the free e-book I pre-order the hardcover edition. I have limited space for books on my shelves so I only buy physical versions of books that I want to keep and read over and over again. This book lans in that category. Let me encourage every reader of the Drizzt saga to buy this book. If you have never read Salvatore’s Drizzt books then let me encourage you to start. This is some of the best fantasy writing out there.

14 of 14 people found the following review helpful.
And the Companions of the Hall journey forth once again...
By C. Jefferson
The story of the Companions of Hall, returned and reunited, continues in Night of the Hunter. But why exactly did Mielikki send them back into new lives? Now that they've returned to Drizzt's side, is their mission complete? Is there something greater that they need to accomplish?

Moving out of The Sundering, Salvatore masterfully builds the new world of Drizzt Do'Urden. While setting out to tie up loose ends from The Companions - finding rest for Pwent, helping the dwarves figure out what to do about the orcs - a whole new range of people (and problems) begins to emerge, setting the stage for an epic battle that will bring Drizzt up against his past and his people, perhaps for the final time?

I really enjoy Salvatore's writing style. The world-building is easy to follow (except sometimes there are so many names when the drow are involved that it can be more difficult to follow in general) and you don't need to have an extensive knowledge of Forgotten Realms to understand where things are coming from and where they might be going. Certainly recommend this for anyone interested in fantasy.

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

9 of 10 people found the following review helpful.
The Legend of Drizzt Reinvented!!!!
By Wendell
R.A. Salvatore has exceeded reasonable expectations with this episode in the continuing saga of Drizzt Do’Urden – gifting fantasy fans with a page-turning sword and sorcery adventure that is full of swashbuckling action, shadowy intrigue, and amazing character development. Honestly, this new and improved version of the Companions of the Hall is a compelling read and might be the beginning of a renaissance for The Legend of Drizzt Do’Urden, breathing fresh life into old characters who have been desperately missed by the dark elf as well as by his many fans.

As frequent readers will already know, in The Companions, Mr. Salvatore resurrected Drizzt’s old friends, The Companions of the Hall, but did not raise them from the grave. Instead, Bruenor, Catt-brie, Regis, and Wulfgar were reborn into the world as newborn babies. Unlike normal children, however, these four retained all of their memories from their past life and were fully aware of who they were the moment they opened their eyes. From this point, Mr. Salvatore did an outstanding job of weaving an intriguing tale of the first twenty-one years of Bruenor, Catt-brie, and Regis’ lives as they grew to adulthood, developed new talents and slowly evolved into similar yet different people. But no matter their new personas, each of the Companions inevitably wove their way through life and its innumerable obstacles to met again in Icewind Dale on a certain day at a certain spot when their old companion Drizzt was in desperate need of their assistance.

Night of the Hunter picks up immediately after the events in The Companions. Now reunited, the Companions of the Hall must see if their former friendship has survived Bruenor, Catt-brie, Regis, and Wulfgar’s resurrection. Naturally, there are issues. A second chance at life has changed Drizzt’s old friends in many ways. Things that they once agreed upon so easily are now objects of contention. Internal struggles ensue, as Bruenor and Catt-brie decide that their goddess-given rebirth is an opportunity for them to rectify previous mistakes. Mistakes that Drizzt himself still views as the proper course, and so the dark elf finds himself being forced to look long and hard at whether many of his dearly held truths about life might be wrong, and quickly, it begins to look like these old friends could split apart over what their new mission in the world should be. Before things get too heated, however, one task is mentioned that all can agree upon: the rescue of their old friend Thibbledorf Pwent from his haunted existence as a vampire in the halls of ancient Gauntlygrim, and so our heroes head out into the world for a new adventure. Their differences set aside for the moment – but not forgotten.

From this point, the story divides off into several different plots and main characters. Naturally, the primary story line follows Drizzt and the Companions as they travel the lands, heading for Gauntlygrim and then arriving, but substantial portions of the book are also given over to Drizzt’s former band of adventurers (headed now by Artemis Entreri and Dahlia) as well as the drow, specifically the activities of Matron Mother Baenre. And for the remainder of the novel, Mr. Salvatore shifts perspective from one group to another, spinning an ambitious tale of reunion (The Companions), lose (Entreri/Dahlia’s group), and machination (The drow). With all three stories going on at once, a reader is hard pressed to keep everything straight in his mind, but Mr. Salvatore has always had a knack for juggling numerous plot threads, and he does an admirable job here of having each cast of characters act independently but keep their stories intertwined just enough that they all are obviously moving toward a dramatic collision.

Overall, this book was an action-packed, sword and sorcery adventure tale that mixed in enough character interaction and diabolical, drow intrigue to keep my attention. My only criticism – minor though it will sound – is that there is so much going on in Night of the Hunter that much of the plot seemed a bit rushed, as if Mr. Salvatore could have easily added in another volume to this latest chapter in Drizzt’s story. Other than this one issue though, I highly recommend this novel to all Drizzt fans or lovers of entertaining sword and sorcery tales, and while the promised climax of the story does not occur in Night of the Hunter, it is set up very nicely, leaving a Drizzt fan salivating for the war between drow, orcs, dwarves, and elves that is sure to follow in succeeding novels.

I received this book from Netgalley and the publisher in exchange for a fair and honest review. I’d like to thank Netgalley and Wizards of the Coast for allowing me to receive this review copy and inform everyone that the review you have read is my opinion alone.

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Dungeon Master's Guide - Deluxe Edition: A 4th Edition Core Rulebook (D&D Core Rulebook), by Wizards RPG Team

Play 4th Edition D&D in style with this deluxe rulebook.

The Dungeon Master's Guide provides the Dungeon Master helpful tools and advice to build exciting encounters, adventures, and campaigns for his D&D game.

This is a premium, foil cover version of the 4th Edition Dungeon Master's Guide that every Dungeons & Dragons player and Dungeon Master can appreciate.

  • Sales Rank: #1497585 in Books
  • Brand: Wizards of the Coast
  • Published on: 2008-10-21
  • Released on: 2008-10-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .65" w x 8.60" l, 2.01 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Dungeons & Dragons Deluxe Dungeon Masters Guide Hc 4th Edition Role Playing Game RPG by Wizards of t

Most helpful customer reviews

5 of 5 people found the following review helpful.
It's amazons price that really helps
By Scgawin
I bought all three of the "deluxe" 4th ed D&D books from amazon because I wanted the core books without needing to correct the loads of mistakes that exist in the first printing. And that's what I got, I would never have paid the US$75.RRP Amazons US$47. is a much more acceptable price.
The cover and presentation is very nice, good quality binding, and the text has been properly proof read so no errors to apply "updates" to. The self adhesive page tags are a really good idea and are very much appreciated.

6 of 8 people found the following review helpful.
Good, but overpriced!
By Wordsworth
This review (my very first)is concentrated on the construction of the book itself rather than the rules content. I can do that when I have read it through. Like the 3.0/.5 books, this book is of quality contruction. A hardy book with a tight and strong binding. I do not expect to see loose pages falling out. And the premium paper is always appreciated. The art in the book is good and spread out enough not to take to much space from the rules text. The font size is about right. Not to small or to large. The 3.5 DMG has rather small font size in my opinion. Iv'e read to chapter 4 and the rules run smooth and are easy to understand. (Not alot of filler and unneccessary clutter).

The foil cover is a nice touch, but does not enhance, for the price this book over the regular core book. Now, if the book had foil cover in 3-D, that would have been something to talk about or in padded leather. It should have included a ribbon marker by the way. The gilt-edged pages was totally unneccessary and even less enhancing than the foil cover, which leads me to 2 bad points about this book.

The gilted edges of this book (silver by the way) seems to have "bled" onto both the top and bottom of the pages. I easily wiped the silver from the top pages (not all the pages, but pages at random) but the bottom pages seem to have set. this is most noticable on pages with full-page cover art which has a dark background. It lightly extends to about 3/16 of an inch up the bottom of the page from the edges. It is light but noticable on random pages.
Secondly, though the pages are cut straight and even, some page numbers at the corners have sometimes been cut near or through part of the first number on the page. especially pages 160+ up to the beginning 200's at random. A fairly sloppy job. I was somewhat disappointed at first, but decided in my case that it was not an overriding factor since many of them in the first printing are probably like this so I will keep mine. I hope the other 2 deluxe core books are better. (It's possible that the gilted edges of the book are actually an alchemical material produced in secret underground chambers by Wizards called "Silver-dust of positive Influence" and it will wear off too late for returns).

The only reason I bought and will buy the other 2 deluxe editions is the wise decision by wizards to include in the printing the updates to these editions. No looking through 15 seperate pages for corrections. This is the reason I put off buying the regular core books. I emailed Wizards of the Coast to find out if they planned to run the regular core books through the printer again with corrections but got no answers.

The books as they are, are not worth the retail price of $75 bucks. Amazon's price is more towards reasonable but I do not think these books should retail for more than $40.

I would have given this book 4 stars if not for the cutting through of some of the page numbers.

4 of 6 people found the following review helpful.
The quality is improved, but the ink smears... inexcusable!
By Mike Karkabe-Olson
What is good: The bindings of these deluxe books are much better than the standard, cheaper printings. And the cover is much nicer (though leather would have been even better). The paper quality is also better. Lastly, and most importantly, these books contain updates/corrections to the rules that the standard printings do not yet include.
What is bad: The ink on the pages of these books still smears, just like the cheaper printings. This alone causes me to knock off a full two stars from the rating. Paying this much money, I expect them to be of perfect quality... and running my fingers across the ink and having them smear is just inexcusable. I only had one other trivial complaint (and no I did not knock off any stars because of this). The gilt edges stick together when you first get them. I fail to see how the gilt makes them look any better and I had to carefully separate them upon my first reading to assure I caused no damage. Without the ink-smearing debacle I would have otherwise given these books a 5 star rating.

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Selasa, 22 April 2014

# PDF Download The Adversary: The Sundering, Book III, by Erin M. Evans

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The Adversary: The Sundering, Book III, by Erin M. Evans

In this third book of the Sundering series kicked off by R.A. Salvatore and the dark elf Drizzt, SCRIBE award-winning author Erin M. Evans thrusts her signature character Farideh into a maelstrom of devilish politics and magical intrigue that will have far-reaching implications for the future of the Forgotten Realms.

As the chaos of the Sundering rages around her, young warlock Farideh faces a more personal turmoil wrought by a deal she made with a devil years ago. Hoping to protect her twin sister, she leaves everything she holds dear to assist a wizard in a scheme that pits the devils of the Nine Hells against the gods above.

But when Farideh casts the spell to enter the wizard’s remote mountaintop fortress, she picks up a stowaway—a Harper agent named Dahl who isn’t so inclined to follow devilish demands. Dahl attempts to escape only to run into a village of odd people, lurking behind an impenetrable wall.
Forced to gaze into the villagers’ souls, Farideh points out the ones who seem different, only to watch as the wizard’s guard carts them off to fates unknown. Are these villagers or prisoners? Are they blessed or doomed by the gods? As the wizard’s guessing game proves more and more diabolical, Farideh resolves to unravel his secrets—even if it means she’ll lose her own soul to the Nine Hells.




From the Hardcover edition.

  • Sales Rank: #250213 in Books
  • Published on: 2014-05-06
  • Released on: 2014-05-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.90" h x 1.30" w x 4.10" l, .37 pounds
  • Binding: Mass Market Paperback
  • 528 pages

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

Most helpful customer reviews

0 of 0 people found the following review helpful.
This is very good read with great characters
By Donald M Bennett
This is very good read with great characters. The plot between the devils and the collection of he chosen is very interesting. The girls seem to be in over their heads as usual, they are not portrayed as super hero but mainly as confused 20 somethings.

0 of 0 people found the following review helpful.
A decent book
By B C
Interesting story line. But the action lacked excitement and does not seem to tie into the previous books. But still a good read.

2 of 2 people found the following review helpful.
Congratulations Erin Evans, the rest of the Sundering Series can't be any worse
By JK
This was a major departure from the level of storytelling I would have expected from the authors involved in the Sundering Series, and I can't understand why Wizards went in this direction, with this author, when many more talented writers have successfully contributed to the Forgotten Realms in the past. Perhaps it was an effort to draw an entirely absent demographic into their fold just to alienate (or exploit the loyalty of) their more ardent customers. It seems like instead of challenging or fighting stereotypes of young female protagonists, Erin Evans fully embraces the near debilitating weaknesses and emotions of post? pubescent characters, and the story depends almost entirely upon the more capable side characters to dawdle forth. It's a telling sign when your readership begins to consider rooting for the villains. The editor should have removed over fifty pages of unnecessary crying, blushing, lip biting, and nervous glances to improve the pace of this story, because the self-absorbed characters never grow or develop beyond their initial caricatures, even when the world is literally falling apart and people are suffering all around them. I struggled through this novel only for the sake of moving onto book four, and never have I skipped or skimmed paragraphs in any story until opening this book.

The only redeeming quality is that compared to the previous stories in this series, this novel advances more of the elements touched upon regarding the overall world of Faerun and interactions with the outer planes, going into a few more details about the places and realms since the end of the spell-plague. But do these meager scraps outweigh suffering through this story? I have my doubts, but after reading book four I'll have stronger authority to determine if this book can be skipped entirely. As of now, I'm left knowing that I will never read anything by Erin Evans again.

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Senin, 21 April 2014

> Free PDF Realms of Shadow (Forgotten Realms: Return of the Archwizard anthology)From Brand: Wizards of the Coast

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Realms of Shadow (Forgotten Realms:  Return of the Archwizard anthology)From Brand: Wizards of the Coast

When Shade Enclave returns from thousands of years of exile in the Plane of Shadow, all of Faerûn is open to its dark designs.

When a tribe of kenku confront the archwizard who gave them magic but kept them as slaves, the skies rain death.

When a knight of Cormyr journeys to the ruins of Tilverton, he begins to understand the terrifying power of the archwizards.

When phaerimm roam the world, enslaving orc and human alike, the great powers of the world must depend on an ally as deadly as their enemy.

An anthology tied to the Realms-shaking Return of the Archwizards series featuring new stories by best-selling Forgotten Realms authors, including R.A. Salvatore, Troy Denning, Ed Greenwood, and Elaine Cunningham.

Contents
"Trial By Ordeal" by Lisa Smedman
"Assassin's Shadow" by Jess Lebow
"Too Long in the Dark" by Paul S. Kemp
"Darksword" by Troy Denning
"Liar's Game" by Jessica Beaven
"That Curious Sword" by R.A. Salvatore
"A Little Knowledge" by Elaine Cunningham
"Astride the Wind" by Philip Athans
"The Fallen Lands" by Murray J.D. Leeder
"When Shadows Come Seeking a Throne" by Ed Greenwood
"King Shadow" by Richard Lee Byers
"The Shifting Sands" by Peter Archer

  • Sales Rank: #1045267 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2002-04
  • Released on: 2002-04-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.86" h x .98" w x 4.36" l,
  • Binding: Mass Market Paperback
  • 352 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

8 of 8 people found the following review helpful.
Realms of Shadow
By RZ4
I'll start off by saying that many people will buy this anthology merely for the R.A. Salvatore short story. The thing is, that's perfectly alright. When I first picked up this book, I looked at the table of contents and found the Salvatore story, "That Curious Sword." I promptly turned to the indicated page and read an incredible short tale involving two amazing characters: the cunning assassin Artemis Entreri and the pragmatic dark elf Jarlaxle. I, along with other FR fans have been looking forward to this piece of writing from the pen of RAS. This marks the first return to his popular duo since the book Servant of the Shard. Long story short, this nineteen page short story is worth the price of the book alone.
Alas, like I said many will buy the book for the Entreri & Jarlaxle story, but there are many more reasons why this book deserves a five star rating. There are tales delivered by Troy Denning(whose current trilogy is the backbone of this anthology), the creator of the Forgotten Realms Ed Greenwood, and last but not least an author that I have grown to enjoy just as much as RAS, Elaine Cunningham. Elaine Cunningham dishes out a great story that is connected to her recent Counselors & Kings Trilogy. So all in all, Realms of Shadow is truly a satisfying and enjoyable entry in the FR anthology line. Albeit, not quite as well rounded and long lasting as some of the former FR anthologies(Realms of Valor and Realms of Magic), but it obviously delivers the goods from the well-known FR authors and has more than a handful of good impressions made from some of the new talespinners that have made their first imprint on the Realms.

6 of 6 people found the following review helpful.
A mixed bag
By ellisfan
Unlike the other reviewers, I found this particular collection to range from truly awful to good; there is nothing spectacular here, though. Troy Denning, an FR author I usually enjoy quite a bit (and whose first two books in this particular series are excellent), delivers a plodding, predictable story that degenerates into standard fantasy fiction stereotypes without any significant characterisation. This is atypical for Denning, and for this reason I am likely more disappointed than I might have been had another author penned the tale. Salvatore and Cunningham, as usual, deliver satisfying tales with memorable characters. Jessica Beaven is, to me at least, a new contributor. In my opinion, this should be her last attempt. Her tale was disjointed, stylistically pretentious and without any storytelling merit whatsoever. While this may tide one over between "The Siege" and the forthcoming "The Sorcerer," it would be best to not bring too much hope for an overall satisfying FR experience with this particular anthology.

3 of 3 people found the following review helpful.
Elegant anthology
By A Customer
From Lisa Smedman's Netherese mystery tale to Peter Archer's Indiana Jones-esque reprise of a character from Realms of Mystery, Realms of Shadow offers a nifty tie-in which stands effectively apart from the polarizing Return of the Archwizards trilogy (personally I like the trilogy a lot, but plenty of you don't -- do not let that discourage you from buying this anthology). I particularly like Paul Kemp's story (watching this guy. He's going to be Salvatore-big some day), Elaine Cunningham's comedy and Richard Lee Byers' adventure tale set in the ruins of Tilverton. Ed Greenwood's story sets some kind of "sets of villains in one story" record with four - phaerimm, malaugrym, shades and Bleth/Cormaeril renegade Cormyrians.

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