Sabtu, 30 Agustus 2014

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Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules), by Rob Heinsoo, Andy Collins, Jame

The first of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Player's Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.

  • Sales Rank: #50243 in Books
  • Brand: Wizards of the Coast
  • Model: 21736
  • Published on: 2008-06-06
  • Released on: 2008-06-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .80" w x 8.58" l, 2.36 pounds
  • Binding: Hardcover
  • 317 pages
Features
  • Core Rulebook I
  • Manufacturer: Wizards of the Coast

Most helpful customer reviews

816 of 886 people found the following review helpful.
4th Edition: Pulling back from the complexity of 3.5
By Jeff Hershberger
4th edition D&D = Different.

That fact alone would have spawned endless teeth gnashing from loyalists of prior versions - but what differences are we talking about? How different is it?

In a word: very.

4th edition is a sea change in the core rules that is easily on par with the change from 2nd Edition to 3rd Edition.

Start with the thematic changes:
The core races have changed. Humans, Halflings, Elves, Half-Elves and Dwarves are back - they've just been supplemented with three new races. Dragonborn (dragonmen), Eladrin (magical fey of the wood) and Tiefling (humanoids with an otherworldly taint).

Classes from 3.0 and 3.5 have been dropped from this volume (There is no druid, monk, bard, or barbarian). These classes are promised in future Player's Handbooks. Not the most auspicious beginning.

Thematic changes like this are easy to spot - but are perhaps the least important changes in the game. I dislike the concept of Dragonborn ("Dragon-anything" is a label I feel makes its subject seem cartoonish and clichéd), but as a GM - I can easily fix this. In my world Dragonborn will be lizardmen, with a backstory that I choose. I take the rules and make them my own.

The WotC game designers have clearly tried to shift the game mechanics towards customized character development: (a rules buffet, so to speak) - so anyone who wants to have a druid could achieve a reasonable facsimile of powers and rituals and achieve the rest thematically.

Many will have a problem with this - but I frankly don't. Being able to mix and match classes in 3.5 was a radical shift (and a brilliant one) and the re-thinking of that model that occurs in 4th Edition provides more options, not less.

The artwork (particularly the book's cover) will come in for a large amount of abuse - but again, this is such a minor issue. Quality artwork is important for RPG (imagery is the lifeblood of storytelling), but any one picture will have those who love it/hate it. So long as the majority of the art isn't bad (like the schlock in 2nd edition) any gamer is free to switch to pictures they *do* enjoy.

Again, thematic changes will get a lot of attention, but any GM is free to re-imagine any theme that they have a problem with.

On to Rules:

This is where the true sea change is. Any discussion of what is happening in 4th edition can be boiled down to this:

4th edition wants to simplify things and speed up your gaming sessions.

3rd edition and 3.5 attempted to create flexibility and lots of independent rulesets (feats, prestige classes). This was good - but the complexity inherent in this model caused a lot of problems. When scalable feats collided with spells and class abilities - often the only guidance the GM would have is the precise language in the rulebook. Is a charge an attack action? No, it is a full round action that allows you to attack - and so on.

I sincerely believe that 3rd edition was superior to 2nd edition, but I never had as many rules disputes when I played 2nd edition.

4th Edition was clearly intended to address this issue.

Base attack bonus tables? Gone. You get a bonus of half your level, rounded down, to pretty much anything you do (as well as to many stats, like your AC). The advantage of this is twofold - it's easy to remember and it always scales.

All attacks are now attacks: be they claw, sword or spell - the character will roll a die, add their modifiers up and try to hit a defense number. This streamlines combat spells, since instead of a saving throw, you will have a passive defense number that your opponents will try to beat. One roll, from the attacker - always.

This kind of symmetry will allow players to better remember what to do. I'm a target, I do nothing. I'm attacking, I roll.

The combat round has gotten an overhaul, as well. Characters are now allowed to perform the following in a round: A standard action, a move action, a minor action, and any number of free actions. These labels exist in a hierarchy, so the character can forgo a standard action to take an additional use of a lesser action.
Standard actions are the big actions (attack, use a power, etc). Move actions are exactly what you'd think. Minor actions include readying a weapon or maintaining a spell effect. Free actions are virtually unlimited (drop something, speak, etc).
The groupings are intuitive- and the initial adjustment aside - this structure will add some real clarity to the always problematic question of "what can I do in a round?"

Now the biggest shift of all: Powers
All 3rd edition/3.5 casters get weaker and less useful every time they cast a spell, resulting in the entire party needing to stop and camp just to get their magic back.
If the party had an early morning encounter that was intense enough - the caster would spend the rest of the day "empty" and pretty much useless.

4th edition tackles this issue head on. Character have powers that can be used once per encounter. Meaning: no matter how many encounters your spell caster has in a day, they will have something to contribute.

This is brilliant. A real slap-the-forehead moment, even for gamers who (like me) have been playing for decades. Once per encounter powers are scaled to not be show stoppers - but they scale as you get more powerful.

Powers that refresh for encounters are supplemented with powers that are refreshed after an extended rest (much like old times). The difference is that the rest need only be 6 hours long, which fits better with the model of dungeon crawls and treks in the wilderness.

Spells weren't the only resource PCs needed to hole up and replenish. The other one was Hit Points. The old healing model was: everyone gets a pittance for resting, and then the healers burn magic to *really* fix people. This system exacerbated the previous problem of spellcaster depletion. Caster rests, uses all their spell slots to heal other PCs - and is useless for the rest of the day.

Now - everyone can heal by themselves. Every PC has a healing reserve - a set number of times they can heal 1/4th their total hit points. In combat, most PCs are allowed to do this only once - magic and special abilities can increase this.

This seems weird for lots of reasons, but it will free players to pursue action instead of good places to rest. Clerics can still be healers, without being straitjacketed to the role. This is good, really good news for gamers. Parties will still have to hole up and rest, but healing reserves and encounter based powers will ensure that they will never be completely out of options.

And powers aren't just for spellcasters! This, too seems weird - but warrior types are given abilities called "Exploits." These are essentially special moves that enhance the warriors martial abilities. Call them magic or call them tricks their guild master taught them - they are expended in the same way as powers - and the advancement model ensures they will scale better than 3.5's feats.

The last big change to magic is the creation of Ritual Magic. Rituals are spells that take too long to cast in combat (10 minutes or more) but have long lasting, or purely utilitarian effects: summon mounts, scrying, etc. Moving these abilities out of the realm of combat with casting times decreases the likelihood that their effects will collide with combat rules in unforeseen ways. As a GM - I like this a lot. Players will still get creative, but when combat is ongoing - I hate to stop and figure out if a utility spell like Prestigitation can have an effect on combat.

There are many other changes:

-Three tiers of level advancement, each containing 10 levels - entering any new tier affords you new powers and development paths. Each tier contains powers scaled to that tier - no more feat free-for alls.
-Skills have been (mercifully) simplified so that there is better parity among PCs of the same level (The bonus follows the same format of 1/2 level + bonuses). You either are trained in a skill, or you are not. Training nets you a flat +5 bonus. (Gone is the insanity of 3.5 where a level loss had you searching prior versions of your character to reset your skill levels. Remember what INT drain did to skills? the horror!)

There is a lot to like here. The long suffering DMs of 3.5 will finally get some speed back into their game. It will be an adjustment, but the goals of this system are admirable.

That said, I have three gripes.
One is just a personal bias. 3rd edition required miniatures for combat in all but name. 4th edition codifies miniatures. The idea of a purely "in your head" encounter is a rapidly fading memory for gamers like me. Sometimes, you just want to do a combat on the fly, without figures and without maps. WotC has clearly come down on the side of precise tactics - and I truly wish they'd made more accommodations for DMs who don't like to map every improvised encounter site.

Second - while the 4th edition PH's index is merely lacking; its glossary is non-existent. In books of this size - a one page index is just inadequate. To be fair, the books explain any terminology as it is introduced *very* well, but any player who needs to know what a term means would have an easier time scanning a glossary than the entire rulebook.
(DnD Insider claims to have many features to simplify things - but online access has not been the hallmark of my gaming sessions. This may change - but a good, frequently-updated glossary should be available for download on their website.)

Lastly, the unpardonable yet unavoidable aspect of 4th Edition: It is so near the release of 3.5 - and has so many changes that it cannot help but spawn a 4.5 edition in the near future. I was a playtester for 4th edition, so I know they've gotten a number of kinks out of it. But there is no way playtesters and designers got it all. Like every other edition, players will find the weak spots of the new system and eventually rules will get revised.

There is such a thing as buyer's fatigue. I've bought every ruleset since the Expert Set, and having invested deeply in 3.5, I am being asked (along with every other 3.5 player) to start over - again.

I like the rules - and I obviously love the game - but there is a limit to the number of times a game can switch rulesets. If 4.5 comes out in the near future and we are yet again asked to pitch our (still like new) rulebooks in favor of the latest products - I suspect I will not be the only DM to slam on the brakes.

There, rant over.

Game on!

67 of 74 people found the following review helpful.
A Different Beast
By D. Springer
The 4th edition D&D is a completely different beast than the 3.5 version or earlier versions. It has several significant advantages, but also what I consider to be very significant weaknesses

First the advantages:
1) Combat is streamlined, quick and effective.
2) Every character class has its own special powers to make it interesting. Every level of advancement gives new powers.
3) The new skill system is a significant improvement, giving a good range of activities in a simple to use format.
4) Spellcasters having at-will powers eliminates a major weakness
5) Game balance is clearly a major objective. All character classes seem to be roughly equally powerful - and assigning appropriate opposition is straightforward.

Then the disadvantages:
1) Character classes are combat platforms. They define how you fight. However, it seems that all the non-combat flavor of the classes has been nearly eliminated.
2) Other than skills and a handful of rituals, there is almost nothing in your character class for activities other than immediate combat. Duration of powers is extremely short, usually only a single round.
3) Character classes are rigid - characters are able to select from only a small number of options in character creation/advancement. It seems clear that to have a different type of fighter, you need to pick a different character class (and thus buy a new book).
4) Many rules make no sense in defining a game world, but only exist to enforce game balance or speed up that next combat. Concepts like Mooks, unlimited healing surges after combat, transforming magic items to "dust", or the odd cavalry limitations imposed in the game seem silly.

Overall, the game can be fun, but is clearly designed for gamers that prefer combat heavy games.

0 of 0 people found the following review helpful.
a must have for d&d 4e players
By Jessica L. Shepherd
Great book and a must have for all players. I am a dm ans i bought a few extra books for my players. One book is not enough for a group

See all 327 customer reviews...

Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules), by Rob Heinsoo, Andy Collins, Jame PDF
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Kamis, 28 Agustus 2014

## Fee Download Empire of Blood: The Minotaur Wars, Volume Three, by richard a. Knaak

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Empire of Blood: The Minotaur Wars, Volume Three, by richard a. Knaak

The third title in a pivotal Dragonlance novel trilogy from New York Times best-selling author Richard A. Knaak.

This third title in The Minotaur Wars trilogy concludes the tale of the fallout
from the end of the New York Times best-selling War of Souls series. Author
Richard A. Knaak is particularly associated with minotaurs in the minds
of Dragonlance novel fans, making him the ideal author to move minotaurs
to the forefront of the Dragonlance novel storyline.

RICHARD A. KNAAK is the author of 23 fantasy novels, including the
Dragonlance novel titles Kaz the Minotaur, Night of Blood, Tides of Blood,
and the New York Times best-selling The Legend of Huma. His most recent titles
include Day of the Dragon and Legacy of Blood, based on the popular computer
games Warcraft and Diablo.

  • Sales Rank: #1308853 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2005-05-01
  • Released on: 2005-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.30" w x 6.46" l, 1.50 pounds
  • Binding: Hardcover
  • 352 pages
Features
  • Used Book in Good Condition

About the Author
RICHARD A. KNAAK is the author of 23 fantasy novels, including the Dragonlance novel titles Kaz the Minotaur, Night of Blood, Tides of Blood, and the New York Times best-selling The Legend of Huma. His most recent titles include Day of the Dragon and Legacy of Blood, based on the popular computer games Warcraft and Diablo.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Conclusion that would make a Minotaur proud
By Victor Hwang
Knaak begins the end of this impressive trilogy around the time the Gods of Krynn come back to the world (coinciding with the end of the third book, Dragons of a Vanished Moon, in the Dragonlance War of Souls trilogy). Empire of Blood is epic in scope. Sargonnas, original patron god of the minotaur race, and Morgion, currently holding sway over the minotaurs in his aspect as the Lord of the Bronze Tower, both play an active role in the story. Their respective mortal champions, Faros and Ardnor, command mighty armies and wield great divine power. At stake is the fate of the whole minotaur race and the overall balance of power for most of Krynn. It is a very entertaining read and fans of the first two books will not be left disappointed with either the plot or the quality of writing. I have a few gripes pertaining to Knaak devoting little time to flesh out certain parts of the story. Without giving away any major spoilers, Knaak seems to abandon Bastion, warrior brother of Ardnor, towards the end of the novel without ever telling the reader of Bastion's fate. The same can be said of another major character in Lord Golgren, leader of the ogres. There are a couple other settings and events that could've been clarified with more detail. In addition, Knaak's attempt at salvaging any romance in the series is downright pathetic. These are somewhat minor concerns, but added up, I did not feel this was one of Knaak's best novels. It is certainly enjoyable and up to the standards of most Dragonlance fans. Knaak did a solid job of setting the table for new future adventures in the ever advancing Dragonlance timeline.

1 of 1 people found the following review helpful.
KNAAK DELIVERS ANOTHER HIT!!!
By L. Petrino
Richard Knaak has always been one of the best Dragonlance writers outside of Weis/Hickman. Since the Legend of Huma he has given us stories with great characters, drama, action, and overall creativity. Unlike most Dragonlance authors, he tends to think outside the box.

Finally we get the conclusion to the Minotaur Wars trilogy and it is a must read. Even casual fantasy readers could pick up this trilogy and have little trouble following it. But true fans who just read the War of Souls will appreciate it more I think. I loved the idea of using Morgion as the new evil picking up where Takhisis left off. The book slows down a little midway through but it continues to urge you on to the thrilling conclusion.

My only complaint is from a Dragonlance fan's point of view. Faros' sword is clearly the Sword of Tears from previous Knaak novels but it is never actually named. It almost seems like he goes out of his way not to say the name. The same goes for the mysterious minotaur saviors led by Gaerth who are obviously of the Kazinganthi clan. Maybe he felt casual readers wouldn't understand or be confused. Just a little nitpick, doesn't effect anything really.

I also don't understand where he is going with the Golgren storyline. What the hell were the Titans? What was that about making a potion? I can only assume he is planning another trilogy with Faros leading the minotaur empire to war against Golgren and the ogres. I guess we wait and see. I can't wait!

0 of 0 people found the following review helpful.
Solid conclusion to fine series
By booksforabuck
The minotaur rebels, flush from a great victory over their empire, are forced to turn to the traditional minotaur god to protect them from disease as the god of decay strikes back. But one victory over a legion far from the empire's center, does not make for a successful revolt. When attempts to negotiate with the one honorable member of the enemy empire, Maritia, fail, the nephew of the murdered ex-emperor, Faros, realizes he must strike directly into the heart of the empire--to eliminate the evil temple and control the capitol.

Faros's efforts are helped by the minotaur Queen's decision to centralize all power and goods distribution with the temple. Her fears and religion compell her to create new enemies--out of minotaurs who would be loyal. Still, the sacrifices she makes for her god give her, and her favored son, incredible power--power that Faros seems unlikely to be able to stand against.

Meanwhile, Golgren, leader of the ogre clan, is finally repelled by the Queen's bizarre decisionmaking and breaks his alliance with the minotaurs.

The moral ambivalence that lent interest to the earlier books in this series is now gone as the clash between rebel and empire also becomes a clash between good and evil, and a battle between the gods themselves. Still, author Richard A. Knaak's fast-paced writing keeps the story moving forward, engaging the reader's interest in Faros's battles with himself, with his god, and with the forces of the empire. Golgren plays only a minor role in the story, but he is the most interesting character, ambitious, willing to do whatever it takes to pursue his ambition, but not at all unsympathetic. I'm sure we'll see more of him in future stories of minotaur and ogre.

If you read the earlier novels in this series, you'll definitely want to pick up EMPIRE to see how Knaak brings the forces of rebellion and empire together in a great clash at the capital city's walls. Readers who haven't yet read the earlier stories will probably want to pick those up as doing so will give the reader an appreciation of why this battle matters.

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Senin, 25 Agustus 2014

## Ebook Free Star Wars Miniatures: Attack on EndorFrom Wizards of the Coast

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Star Wars Miniatures: Attack on EndorFrom Wizards of the Coast

  • Sales Rank: #5533173 in Books
  • Published on: 2006-02-28
  • Binding: Misc. Supplies

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0 of 0 people found the following review helpful.
An inexpensive way to get an AT-ST and FOUR great new maps
By El Tonio
The Attack on Endor Scenario Pack includes one huge and three regular size figures with stats cards: 1 AT-ST, 1 Scout Trooper, 1 Stormtrooper, and 1 Stormtrooper Officer. On the plus side, this set comes with two great new double-sided maps (FOUR MAPS TOTAL!). Here's a list of the maps:

Map 1: Rancor Pit -- A very good to great map that is legal for 100, 150, and 200 point tournament play. This map is also huge/rigid friendly.

Map 2: Jedi Temple, Yavin -- A pretty good map that is legal for 100 and 150 point tournament play.

Map 3: Ravaged Base -- A very good to great map that is legal for 100 and 150 point tournament play. This map is particularly good for melee characters.

Map 4: Endor's Moon -- Not the best map, and not legal for tournament play, but it may come in handy for scenarios.

This set also includes a short scenario booklet (similar to those presented in the Ultimate Missions books, but these new scenarios that have not been published before). On the minus side, though this AT-ST is sculpted a bit differently than the one from the Universe minis set, it is basically the same figure (i.e., it looks different, but the stats are all the same). Further, the three other figures are reissues of figures from the Rebel Storm set. But, the AT-ST from the universe set is a rare figure, and therefore fairly difficult to get. When you buy this set, you are guaranteed to get one.

In sum, this is a fairly inexpensive way to get an AT-ST for your Star Wars minis collection. But perhaps the best part of this scenario pack is the new maps; they look great and will surely add a number of great new possibilities to your Star Wars minis games (and if you play in official tournaments, these maps are a must).

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## Download Ebook Dawn of Night: The Erevis Cale Trilogy, Book II, by Paul S. Kemp

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Dawn of Night: The Erevis Cale Trilogy, Book II, by Paul S. Kemp

The shadows recede from a lost temple in a forgotten wilderness.

The sun rises on a new calling for a man as loyal as he is mysterious.

The day's beginning finds Erevis Cale holding in his steady hands more power than he dared hope for - and more responsibility than he ever imagined.

For now, he will have to put his trust in a god served by theives and born of chaos.

  • Sales Rank: #1190398 in Books
  • Brand: Forgotten Realms - Novels - Erevis Cale Novels
  • Published on: 2004-06
  • Released on: 2004-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 5.96" h x .90" w x 4.13" l, .40 pounds
  • Binding: Mass Market Paperback
  • 320 pages

About the Author
Paul S. Kemp is a graduate of the University of Michigan and the University of Michigan Law School. He is the author of the Forgotten Realms titles Twilight Falling and Shadow's Witness and contributed a short story to The Halls of Stormweather.

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3 of 3 people found the following review helpful.
The Night is in Full Swing!
By Joe Rixman
Dawn of Night is the second book of the Erevis Cale Trilogy (following Twilight Falling) and continues the exploits of Erevis Cale and his three companions, Jak Fleet, a Halfling cleric, Drasek Riven, a one-eyed human assassin and Magadon, a psionic tiefling (demon-spawn).

As book two begins, we are introduced to the being manipulating the major events of this trilogy, The Sojourner. It is he who has "created" the slaadi, the three main antagonists from book one who were responsible for stealing the Weave Tap, a "sapling" of immense magic, and whose actions turned Cale from a human into a shade, a creature half man and half shadow. In this novel, the three slaadi are sent on an errand to place a seed from the Weave Tap into a massive power source located in the bowls of the planet, outside of an underground cesspool of a city known as Skullport. This seed's function is to connect the magical power of the Shadow Weave and send it back to The Sojourner, where the a second seed is harnessing the power of the Weave itself.

Before even getting to Skullport, Cale and the others, who we left at the end of book one about to drown beneath the cold waters of a lake, find themselves marooned on The Plane of Shadows, a realm that sucks the life, color and energy out of everything, but seems to give Cale a better understanding of his abilities as a Shade.

This novel, first and foremost, is a character study of Erevis Cale and his transformation from human into shade. He learns the limits of his new abilities and, with the help of Jak, Riven and Magadon, flee from the hideous creatures of the Shadow Domain and return to world of Faerun. They are all on a mission now...to destroy the three slaadi, discover who The Sojourner is and stop their plans from succeeding.

This journey eventually finds them Skullport, an underground city catering the very worst creatures and the most despicable vices associated with such monsters. Again, we discover more and more about each of our main protagonists. Magadon is at war with his demonic half, Jak must face down the horror of witnessing such vile and desperate acts that he sees in Skullport, while Riven himself must face down memories of a previous time he spent in the city of skulls.

The final confrontation is a magical battle that is both tour-de-force in its intensity and in the shocking betrayal that is hinted at throughout, but is so difficult to actually watch happen. That final point, in my opinion, is what makes Mr. Kemp superior writer. That ability to create empathy in even the most heinous of individuals, along with the ease in which I found myself effortlessly turning page after page, make this an excellent second novel of the trilogy.

Granted, there is not as much action, not as many smaller hurdles to overcome for the characters, but those that do present themselves are more difficult for the characters and more violently rendered. This is certainly not a novel for pre-teens, as the graphic imagery is sometimes difficult to digest. Rest assured, however, that the violence is essential to not only the storyline, but to the characters as well and is, at no point, gratuitous in nature.

Dawn of Night is a FIVE STAR sequel to Twilight Falling and, as its predecessor did before it, leaves us with a jaw-dropping cliffhanger where death is certainly possible and the darkness can only expand and deepen.

The Erevis Cale Trilogy concludes with Midnight's Mask...and not a moment too soon!

1 of 1 people found the following review helpful.
A must read series for Forgotten Realms readers...
By Amazon Customer
This review will encompass the entire Erevis Cale trilogy:
Paul S. Kemp has managed to create a compilation of characters that rivals the in depth and engrossing characters that R.A. Salvatore brought to the world and I am so grateful for the development. For a long time Forgotten Realms had fallen on less dynamic characters, either completely good, or inherently evil to maintain its storyline but Kemp, along with Evans and Byers have created characters that are much easier to identify with as they are ultimately and deeply entrenched within the shades of grey. The Erevis Cale trilogy presents us with the background story of Cale and his developments from someone simply trying to get by into the ultimate definition of an anti-hero. The series, as well as all the other books covering Cale and his exploits, are worth every penny and will have you hungry for more by the end of each book.

3 of 4 people found the following review helpful.
Gritty continuation of the adventures of Erevis Cale
By Guestalt
Dawn of Night is a worthy sequel to the epic adventures of Erevis Cale started in Twilight Falling.

DoN picks up where Twilight ended and takes us on a journey through several different settings, each interesting and thought provoking in its own way. DoN gives us a feel for the Antagonist of the trilogy and lets us into other preparations being made to further his overall objective. The Pace is quick, and the detailed fight scenes are very well done. As always, Mr. Kemp does a very good job of giving a feel for the setting and mood in order to add to the story line. The characters are well defined and each is interesting separately. The protagonists are evolving as the trilogy continues, which gives them a 'real person' feel.

This book delves into the grittier side of the story, in a way not seen often in this genera. The surprising ending makes one wait for the final book in the trilogy with eager anticipation.

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Kamis, 21 Agustus 2014

~ Download Ebook Tapestry Of Dark Souls: Ravenloft: The Covenant, by Elaine Bergstrom

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Tapestry Of Dark Souls: Ravenloft:  The Covenant, by Elaine Bergstrom

A haunting tale of love, and the power of evil to corrupt and betray.

A young man, raised in a monastary, his parents victims of a tapestry of ancient evil, goes in search of love and life beyond the walls. But werewolves and worse stalk the land, and when he returns to release his father from the tapestry's confines, he brings the Silverlord back to a world that has not seen him for centuries.

  • Sales Rank: #963264 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2007-06-12
  • Released on: 2007-06-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.25" h x .90" w x 5.13" l,
  • Binding: Paperback
  • 320 pages
Features
  • Used Book in Good Condition

About the Author
ELAINE BERGSTROM started her writing career in advertising and newspaper reporting. She returned to creative writing in the early 1980s while working as a copywriter. The result was Shattered Glass, the first in a series of vampire novels. These were followed by two fantasy novels for TSR, Inc. - Tapestry of Dark Souls and Baroness of Blood - and an additional four novels written under her grandmother's name, Marie Kiraly.

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4 of 4 people found the following review helpful.
Tapestry of Dark Souls by Elaine Bergstrom
By Travis Eisenbrandt
Tapestry of Dark Souls by Elaine Bergstrom This is the fifth book released in the Ravenloft line of novels that is based of the Ravenloft setting of the pen and paper role-playing game Dungeons and Dragons. It was also released in 2007 under the Ravenloft: The Covenant line of novels. This is also a stand-alone novel and can be read without any prior knowledge of the setting or events. Elaine Bergstrom has written one other Ravenloft novel which is titled Baroness of Blood. She wrote the Austra Family series (Shattered Glass, Blood Alone, Blood Rites, Daughter of the Night, and Nocturne), two books that continue the Dracula story titled Mina and Blood to Blood, and wrote a novel titled The Door Through Washington Square. She wrote two novels under the name Marie Kiraly titled Leanna: Possession of a Woman and Madeline: After the Fall of User. She also contributed a few short stories to various anthologies. Tapestry of Dark Souls was originally released in March 1993 and published by TSR, Inc. it was re-released in June 2007 and published then by Wizards of the Coast LLC.

An order of monks are tasked to keep safe an object of unspeakable evil. The object, a tapestry, lures those of evil intentions to its threads, absorbing them. The order of monks, The Guardians, are the only line of defense against the tapestry's power. However, when a couple mysteriously arrive in the land known as Markovia they are drawn to the tapestry. After successfully stealing the tapestry, the couple make their way to the neighboring country of Tepest. Upon arriving the wife, Leith, finds out that her husband, Vhar, stole the tapestry. She becomes possessed by it, almost killing her husband and escapes to try to return the tapestry, but not before it consumes Vhar. As she makes her way back, she encounters a wolf which bites her. Even with the bite, she manages to make it back, but the tapestry has other plans for her. With the help of the Guardians, she recovers. She returns to Tepest and discovers she is pregnant. After a horrific experience, she runs to the safety of the Guardians and after having her child, she vanishes. The child, Jonathan, may be the Guardians only chance of controlling and stopping the tapestry. However, he may be the one to release its evil into the world.

Criticisms:
1) Slow. The biggest issue with Tapestry of Dark Souls is how slowly everything progresses. It wasn't until the last fifty or so pages that the book became hard to set down for too long. For the most part, the novel took it's time to build up the atmosphere and the setting. However, because of this, even during the most action heavy, faster paced scenes seemed to go on for far longer than they should have. Even with a story that was really interesting, and at times engaging, it felt as though nothing was happening. There were even times that when something important was about to happen, it felt like it was drawn out for pages. There were times when I felt as though the novel would never end. With the pacing being this slow, it was hard to get the motivation to read.
2) Father's Parts. This is a minor complaint but it did annoy me after the first use. The book is split into three sections, which tells the tale of the person the section was named after. For the first section it focuses on Leith and the second section focuses on Jonathan. It's in the second section that before each chapter, a little italicize paragraph is written from the view of Jonathan's father. At first, these were clever and built up the father's character. However, they soon became rambling affairs of the same thing being re-said over and over. It became annoying and quickly took away from the overall feel the chapter and story were trying to convey. There were times when it would spoil some future events. These sections of text become annoying and boring quickly.

Praises:
1) Characters. The characters were all very interesting, to say the least. Each character had their own motivations and they never really seemed to be generic creations (with a few exceptions). Each character seemed to be a new person with their own agendas and plans. Also, each character played an important part of the overall story. For example, Leith showed us how powerful and seductive the tapestry can be. She also seemed to go through the most change. She started off as a 'good wife', doing as her husband asked but we quickly see her change, due mostly to the tapestry. Then after that ordeal, she goes to live with a bard by the name of Maeve and we start to see another side of Leith. While Leith goes through the most change, the others are no less unique. With the main character, Jonathan we see his loyalties switch from those who raised him to his father, his struggle with power and the consequences of that power, and how he treats those he loves. With the rest of the cast of characters, they all felt like they belonged there and played an important role in the story.
2) Story. The story was very interesting. I didn't know what to expect before reading Tapestry of Dark Souls nor could I guess at the things to come. The first part of the story that focused on Leith never really felt straightforward, and kept me guessing on what is going to happen from chapter to chapter and scene to scene. With the second part, focusing on Jonathan, it felt like an almost different story. We see how he grows and develops into a power spell-caster with an uncertain future. With the third part, the stories merge and everything comes to a head. The three parts all seem to progress naturally, with nothing seeming to be forced in to help move the plot along.
3) Atmosphere. Tapestry of Dark Souls had an atmosphere that was very unlike previous Ravenloft novels. This is the darkest, most depressing book in the Ravenloft line to this point. While it still had the Gothic horror feel, there was a darker, more sinister ring to the story. The things that occur in this book, along with what some of the characters do, are really disturbing and frightening. All these things create a setting so vile, so wrong that it felt right. After reading the first four books in the Ravenloft series, nothing really seemed to be all that terrifying. There were times in those books that were, but with Tapestry of Dark Souls everything seems terrifying. You start to worry about villagers that go out into the woods, knowing that they probably will never return. Everything helps build the setting as something terrifying, and that no one is truly untouched by evil.

Side Notes:
1) Mature Subjects. This book does contain some very disturbing and mature subjects. TO be more specific, there is rape and infanticide.
2) Were-creatures. I didn't know that if your father was a werewolf and your mother was another kind of were-creature that you would have the ability to transform into either form.
3) Cover Art. The original cover art is pretty bland. You have one of the Guardians holding up the tapestry and that's about it. The Guardian and the tapestry do look nice, but in a generic way. The background is what bothers me the most. It's just a window, and I feel like there should have been something in the skyline. However, I do like the subtle faces that you see in the tapestry, those are a nice touch. As for the re-release cover it's bad. It's bland. There's too much white in the background and the figure in the center (is it Jonathan?) looks plain stupid. The tapestry's still there but it looks so bland and boring. Overall, the original cover art is better by a long shot, but it's still generic.

Overall: 4/5
Final Thoughts:
Tapestry of Dark Souls is good, yet disturbing. The way the plot progresses is way too slow and at times I did become bored with an otherwise interesting story. If the pacing would have been a little faster, it would have been a very enjoyable read. The characters were all very interesting. They all fit their roles and they were all unique from one another. The story was very enjoyable as well. It kept me guessing at what is going to happen and everything tied together nicely. However, the Father's view in Jonathan's scenes quickly became boring and annoying. Even with the few spoilers that were given from those scenes, the story still held my attention. Also, this story didn't feel like the previous Ravenloft stories. Instead this seemed more evil, more like a horror novel. All in all, would I recommend you picking this story up? It depends. If you can get past some of the more mature themes, and like horror than yes, otherwise it's best to avoid Tapestry of Dark Souls.

1 of 2 people found the following review helpful.
tapestry of dark souls
By Samantha Piva
beutifuly writen this book paints a vivid picture of a dark time a wonderful read. anyone with an imagination will love this story!

0 of 0 people found the following review helpful.
Five Stars
By MARYLOU HONTZ
great product and service

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Selasa, 19 Agustus 2014

! Download Ebook Wind of Justice (Legend of the Five Rings: Four Winds Saga, Book 3), by Rich Wulf

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Wind of Justice (Legend of the Five Rings: Four Winds Saga, Book 3), by Rich Wulf

Darkness Grows in the Empire...

Naseru, known as "The Anvil," will stop at nothing to sit upon the Throne of Rokugan. When dark forces rise in the City of Night, he must act swiftly. To save his beloved Empire, Naseru must learn to wield the most unlikely weapon of all -- justice.

  • Sales Rank: #1778820 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2003-06-01
  • Released on: 2003-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.90" h x .83" w x 4.20" l, .30 pounds
  • Binding: Mass Market Paperback
  • 288 pages
Features
  • Used Book in Good Condition

About the Author
Rich Wulf is the lead writer for the Legend of the Five Rings collectible card game and roleplaying game. His works include Way of the Wolf, Bells of the Dead, Rokugan, and many other Legend of the Five Rings products. His work has appeared in Dragon Magazine as well as other publications and websites. He currently lives in the St. Louis area.

Most helpful customer reviews

2 of 3 people found the following review helpful.
The best L5R-novel so far - a "must read"
By DHONDT Ann (my wife)
Although it's not the easiest transition from short fiction on a website to a full-length novel, Rich Wulf pulled it off in a grand fashion: for what it's worth, in my humble opinion a fantasy book should have depth in the development of the characters, and should use the current events to further the universe's plot ... as well as to reveal more about the universe's past. Wind of Justice delivers on all those points and keeps the reader's attention till the end. If you're a hardcore L5R fan, you'll get answers - and more questions, just the way it should be. Thought Naseru wasn't the easiest Wind to like, maybe this book will change your mind.

3 of 5 people found the following review helpful.
Magic, Intrigue, Adventure and a fascinating Anti-Hero
By April
Although this is part of a series, all the books can stand alone. You need not be intimately familiar with Rokugan, a fantasy world based on Samurai and Asian themes which is the setting of the popular Legend of the Five Rings games, to enjoy this book.
Naseru is one of four siblings vying for the throne of Rokugan. We find him in the ruins of the Imperial City, just after it has been attacked by monsterous hoards from the Shadowlands, and Naseru needs to find another base of operations if he plans to remain in the running as an Imperial Heir. Aside from this setback, he's got the deck stacked against him as far as his chances of becoming Emperor. He is the youngest child of the last Emperor (although already scarred, missing an eye, and looking much older than he is), his skills are as a politician which is about as reviled an occupation as it can be in the modern US, he was fostered by a tyrant who was the enemy of the Empire, and he has the reputation of a villain who is after power and position without any scruples whatsoever. Of course, in the Imperial Courts, where Naseru is at home, nothing is quite as it seems. And even far from the Courts, in the City of Lies, where Naseru goes to build a base, plots, intrigue, courtesans, assassins and mysteries abound.
As if Naseru didn't have enough to cope with, he hears of the hidden Way of Night, an ancient site that is yielding artifacts that could affect the fate of the Empire, and unbeknownst to him, although not unexpected, someone has sworn to avenge themself by taking his life.
Naseru's investigation into the Way of Night brings him into contact with disreputable samurai, monsters, sorcerers, battles and a host of interesting characters and adventures. It also brings him into contact with his own dark past and forces him to decisions about what he truly desires for himself and for the fate of Rokugan.
I am admittedly biased. I like tales with a Japanese setting, and I am familiar with Rokugan and the previous novels set there. But I still require a good story, strong writing and interesting characters to enjoy a book, and this book undoubtedly filled that requirement and more. In fact, I think I'll go and read it again!

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Senin, 18 Agustus 2014

> PDF Download Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by David No

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Complete Divine: A Player's Guide to Divine Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by David No

The most detailed resource ever released on accessing divine power and divine favor in the D&D world.

Complete Divine provides Dungeons & Dragons® players with an in-depth look at how to gain the favor of the gods and use that power to a character's advantage. There is a rundown of new gods in the D&D pantheon, in addition to new feats, spells, prestige classes, and magic items. In addition, this title adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells.
This title also contains a wealth of material for non-cleric characters, so the tips and data provided will assist all class types, including those classes not typically associated with garnering divine power.

  • Sales Rank: #230125 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Player's
  • Published on: 2004-05-14
  • Released on: 2004-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .62" w x 8.53" l, 1.80 pounds
  • Binding: Hardcover
  • 192 pages

About the Author
David Noonan works full-time in the Wizards of the Coast R&D department. His most recent credits include the D&D accessory Complete Warrior™, the Urban Arcana Campaign Setting™, and Unearthed Arcana™.

Most helpful customer reviews

84 of 88 people found the following review helpful.
Add a star if you don't have Defenders of the Faith...
By emag
...because this isn't much more than a toned-down rehash. Virtually all the useful prestige classes from Defenders of the Faith were severely weakened for this book (they needed tweaking, but nothing so drastic) and there's very little new material of note. There is a good amount of information on the deities of Oerth, for players and DMs new to Greyhawk, but virtually all of it can be found elsewhere.
What really hurts the book is the terrible editing. There are numberous typos, references to "page XX" without the "XX" filled in, and, most glaringly, a lack of any sort of index! Complete Warrior was good, even if you had the earlier books, but this book I can only recommend to players who really want to have divine prestige classes in their campaign but lack access to Defenders of the Faith or Dragon magazine.

53 of 58 people found the following review helpful.
must have for 3.5
By Wulfstan
This pretty well nails the coffin closed for "Defenders of the Faith". It updates most Prestige classes, and adds some very interesting new ones.
It also has some very cool new feats, and some stuff on the Greyhawk pantheon- which is good if you're in that world. Personally, I think that was a waste for most of us.
I'd give it a 4 if it wasn't for some terrible editing. There are some glaring typos, two of which woudl be game-breakers if read "as is". One spell (Miasma) that forgot to add the fact there is a Fort save. And a feat(Divine Metamagic) that if read wrong (yes, you do have to have the metamagic feat first, and yes it only works on divine spells) makes it a killer.
There is no excuse for this slipshod editing on a hardcover book of this price.

18 of 22 people found the following review helpful.
Bring on the God Squad!
By M. Le Vine
The Complete Divine is a must-have for anyone who enjoys playing a cleric, paladin, or their divine counterparts (druids, blackguards, etc.) -- and is eminently recommended for anyone "stuck" playing a "Party Medic" who wants to jazz things up a bit.

THE GOOD: The new core classes are excellent. Of particular interest is the Favored Soul core class, which is the clerical equivalent of the sorcerer (and an updated version of the "Evangelist" class concept that first appeared in Dragon Magazine some months ago). Many important 3.5 revisions of prestige classes that first appeared in other sourcebooks can be found herein (from sources such as: "Defenders of the Faith," "Masters of the Wild," "Faiths & Pantheons," and even Dragon Magazine). If those aren't enough, there are several new entries as well, fitting a dizzying variety of character concept molds. To help with this, the book designers even organized a list including each class in terms of the strengths they service (good or bad characters, strong spellcasters, strong physical combat characters, etc.). Feats abound for every divine class. With several new or revised Wild feats, druids are given myriad new options that more than make up for the lack of prestige classes available to them (which better supplements the strengths of playing the druid class than prestige classes can to begin with, anyway). New and revised Divine feats round out cleric- and paladin-based characters, and there is a decent collection of General and Metamagic feats available as well. Particularly impressive is the introduction of the concept of relics -- items that require an element of sacrifice from those that wield them (usually a divine spell slot of a given level, worship of a particular deity, or both) but which grant more bang for the player's buck than "standard" items. An expanded overview of character death explores options and expectations one might be curious about should that dreaded natural "1" come up on your saving throw.

THE BAD: Frankly, there are more prestige classes than you will ever use -- even if you play divine spellcasters of all faiths and persuasions from now until Armageddon -- and for all that, as others have noted, Druids get the shaft in terms of prestige classes anyway. Besides the section on relics, only a few crummy new staff concepts appear in the Magic Items section. General information is included on a multitude of deities -- making selecting a god for your character to worship a less confining task -- but only for the core world of Greyhawk. The table of monster deities detailing "What worships Whom" is interesting, but don't look for any detailed information beyond the table itself because you won't find anything. A brief overview of church organizations and theocracies is given, but it's no more (if not less) detailed than the information originally presented in the old "Defenders of the Faith" splatbook. Finally, this book caters primarily to players -- not DMs. DM's are best-served if they're running an NPC-heavy game and are looking for options with which to pit the players against "unique" opponents.

Overall, be sure you buy the book because you enjoy having options in your game (and lots of them). You're almost certain to impress your fellow gamers when you whip out a new power they've never seen before, and you'll definitely keep your DM and fellow players on their toes the next time they face one of your "run of the mill" clerics.

See all 37 customer reviews...

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Sabtu, 16 Agustus 2014

~~ Download PDF The Heritage of Shannara: The Scions of Shannara / The Druid of Shannara / The Elf Queen of Shannara / The Talismans of Shannara, by Terry

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The Heritage of Shannara: The Scions of Shannara / The Druid of Shannara / The Elf Queen of Shannara / The Talismans of Shannara, by Terry

Book by Brooks, Terry, Bikel, Theodore, Auberjonois, Rene

  • Sales Rank: #727585 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1998-10
  • Format: Abridged
  • Original language: English
  • Dimensions: 7.50" h x 4.50" w x 2.75" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

Most helpful customer reviews

0 of 0 people found the following review helpful.
The Scions
By A Customer
The Scions of Shannara is a fictional book with classic adventures and romances. The story tajes place in the Four Lands. There are different races like the dwarves, elves, humans and several others.
Three hundred years have passed since Allanon the Druid died. The Four Lands have changed since then. The Elves have vanished and the Dwarves have been enslaved. The Southland is under the rule of the Federation. However, Par Ohmsford still has the power of the wishong. Allanon's spirit summoned Par and Coll and a few others to rid the Four Lands of the dangerous shadowen.
Par's cousin Wren has to find the elves. His uncle, Walker, has to bring back the Druids Keep in Paranor, and Par and Coll have to find the Sword of Shannara. Once all the quests are complete, the Four Lands will be back to normal.
I would recommend that you read the first Shannara books before you read this one. Several of the characters are descended from previous characters and knowing the history helps to understand the book.
Terry Brooks' writing style is one of a kind. He focuses on description and details so that one can see everything. When Brooks describes a character, it is thorough and one might find them selves agreeing or disagreeing with a characters thoughts.
I liked the book because there was a little bit of suspense and mystery. Just when you think you have figured it out, something else happens to twist the story around. The end of the story is surprising and it makes you want to read the rest of the series of Shannara.
There were some things I didn't like about the book. For one thing, it was kind of repetative. I read all the books before the Scions of Shannara and they were pretty much the same. Another thing was the characters didn't interact much. Sometimes, in the book, it would be days before anyone talked to someone else.
Overall, I thought that this book was unique because even though the story line has been seen before, Terry Brooks came up with new ideas that suited the setting and made it his own.

0 of 0 people found the following review helpful.
Really Good Book
By A Customer
I have never even heard of the Shannara before. I bought book 3 when I was in grade 8. It sat on the bookshelf for about 7 years. I was sitting at home and began to read it. I couldn't put the book down. I read to about page 100 and my dad told me I shouldn't start a series without reading the first book first. So I went to the Grande Prairie Public Library and got out The Scions Of Shannara. I read this book in about 4 or 5 days. I loved it. It had a good story line. The way Terry Brooks, described Par Ohmsford, kind of made him sound like a bad ass. Which describes me. So I really liked it. I am just starting book 2 and am on about page 120 and it is still the same. The Shannara Heritage is very interesting, and would reccommend it to anyone. Especially if your still young and exploring the library's to see whats out there

0 of 0 people found the following review helpful.
A really good book (The Scions of Shannara).
By A Customer
It follows in the footsteps of the Shannara Trilogy, with more magic and more energy that keep you guessing and hoping and right on the edge of your seat. It was a very well written and exciting book and I look forward to reading the rest of the series.

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