Sabtu, 24 Januari 2015

>> Ebook Dragons of a Vanished Moon (The War of Souls, vol. 3), by Margaret Weis, Tracy Hickman

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Dragons of a Vanished Moon (The War of Souls, vol. 3), by Margaret Weis, Tracy Hickman

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

A small band of heroes, driven to desperate measures, leads the fight against overwhelming odds.

Two unlikely protagonists emerge. One is a dragon overlord who will not easily relinquish her rule. The other is an irrepressible kender who has been on a strange and remarkable journey that will end in startling and unforeseen fashion.

The stirring climax of the War of Souls.

  • Sales Rank: #127535 in Books
  • Brand: Dragonlance - Novels Hardcovers WOTC
  • Published on: 2002-06-01
  • Released on: 2002-06-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 1.83" h x 6.58" w x 9.62" l, 2.30 pounds
  • Binding: Hardcover
  • 548 pages

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

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

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

About the Author
MARGARET WEIS and TRACY HICKMAN began their collaboration on the Dragonlance series more than 15 years ago. They are coauthors of the recent New York Times bestseller Dragons of a Lost Star. Weis lives in Wisconsin, and Hickman lives in Utah.

Most helpful customer reviews

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

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

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

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Jumat, 23 Januari 2015

! Get Free Ebook Claw of the Dragon (Endless Quest), by Bruce Algozin

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Claw of the Dragon (Endless Quest), by Bruce Algozin

You are charged with carrying a message to stop dragons from attacking your village. With your brother you must travel to the Ayrie before the evil red dragon convinces the other dragons to attack!

Updated for today's young readers, this action-packed series allows readers to jump right into their very own fantasy adventure.

  • Sales Rank: #1172334 in Books
  • Brand: Brand: Mirrorstone
  • Published on: 2008-01-08
  • Released on: 2008-01-08
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.69" h x .52" w x 5.27" l, .29 pounds
  • Binding: Paperback
  • 192 pages
Features
  • Used Book in Good Condition

About the Author
Bruce Algozin lives in Madison, Wisconsin, with his wife and their cat.

Most helpful customer reviews

6 of 7 people found the following review helpful.
A fine continuiation of a classic series
By Thom Denick
Let me start by saying that if you read any of the original Endless Quest series by TSR, than you are probably too old for Claw of the Dragon. However, if you enjoy children's literature as an adult, and liked Choose Your Own Adventure or Endless Quest books, this is a good revival of the old series.

However, having recently re-read many of the old EQ books, I have to say that Bruce Algozin has done his homework, and has done a fine job of forging a path for an Endless Quest rebirth. This book is up to par with the old Endless Quest books, and takes me back to the days when Rose Estes ignited my imagination with her early contributions to the Endless Quest series.

The story itself is vaguely placed in a D&D-like atmosphere, but with Leprechauns. I don't know why authors think kids love Leprechauns more than say gnomes or some other more exotic D&D creature, but the Leprechaun here is not too obnoxious, and breaks some of the conventions you would expect with a mythical creature. (Leprechauns make several appearances in old EQ adventures.)

The story is fairly epic in scope, and can be exciting at times. The climax is well-paced with lots of choices and some "how will he get out of this?" situations. My only complaint are the abrupt ending for the "perfect" conclusion. It seems hurried with no real wrap up with what happens to any of the main characters.

The choices are a bit less brutal than classic Endless Quests, and the "good" choices are pretty obvious to an adult. What I liked most about this adventure was that the endings weren't dumbed down for today's kids. There are sometimes harsh consequences to your choices, and you even have your brother constantly second guessing your choices who would probably be Chaotic Neutral, on his way to Evil in the D&D alignment system.

Like other WOTC products, it does have typos, whose fault lies squarely on the editors. Additionally, for some reason, Bruce's name does not appear on the cover. I think that's a poor choice. Even as a kid I would often select which EQ novel to buy based on authors I knew I liked.

The binding is high-quality, and the print a nice, readable font which should make it more accessible to younger pre-teens. I definitely recommend this book to old Endless Quest fans who crave the nostalgia of those old adventures. I also would recommend it to any child who is into high fantasy setting.

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Kamis, 22 Januari 2015

> PDF Ebook 75 Great Hikes: In and Near Palm Springs and the Coachella Valley, by Philip Ferranti, Bruce Hagerman, Denice Hagerman

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75 Great Hikes: In and Near Palm Springs and the Coachella Valley, by Philip Ferranti, Bruce Hagerman, Denice Hagerman

1995, trade paperback edition, Kendall / Hunt, Iowa, 170 pages. Offers excellent coverage of the hiking possibilities in this nifty area outside of Los Angeles. Includes coverage of possibilities in: Mecca Hills, Coachella Valley, desert cities, Palm Springs, San Jacinto Mountains, Santa Rosa Mountains, Joshua Tree, and San Gorgonio Pass. Excellent maps / photos, and a nice appendix, listing hikes, according to difficulty.

  • Sales Rank: #3965596 in Books
  • Brand: Brand: Kendall Hunt Pub Co
  • Published on: 1995-05
  • Original language: English
  • Dimensions: 9.25" h x 6.25" w x .50" l,
  • Binding: Paperback
Features
  • Used Book in Good Condition

Most helpful customer reviews

10 of 10 people found the following review helpful.
It gets you started, but from there you are on your own.
By A Customer
While a hike book of the Palm Springs is very welcome, this volume is of little help for those not already familiar with the area. The directions to the trailheads are adequate, but it is very difficult to follow the author's directions once on the trail. There are few references to distance either in miles or time so the hiker does not knopw when to look for a described feature. Also the sketch maps provided provide little or no useful information.
As this is the only hike book to the area I have found, I would stongly advise the hiker to supplement it with a map and compass while actually trying to hike any of the described trails.

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Selasa, 20 Januari 2015

^ Ebook The Hunter's Blades Trilogy Gift Set, by R.A. Salvatore

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The Hunter's Blades Trilogy Gift Set, by R.A. Salvatore

Drizzt at his scimitar-slashing best!

When Drizzt believes that his friends have been killed, trampled under the feet of a rampaging horde of orcs, the Hunter takes over and the already dangerous dark elf goes feral. Alone in the wilderness against an enemy that outnumbers him thousands to one, the lone drow is the most dangerous being in the unforgiving mountains of the frigid North. But is he as dangerous to himself, as he is to the orcs in his sights?

This deluxe gift set includes the books The Thousand Orcs, The Lone Drow, and The Two Swords.

  • Sales Rank: #518450 in Books
  • Model: 21515
  • Published on: 2007-08-28
  • Released on: 2007-08-28
  • Format: Box set
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.10" h x 3.33" w x 4.28" l, 1.40 pounds
  • Binding: Mass Market Paperback
  • 1113 pages

Most helpful customer reviews

4 of 4 people found the following review helpful.
Workhorse
By nsb1970
I like Salvatore's work. Your not going to be blown away but your always going to have an enjoyable read. And that was the case with these books. I find I get burned on quite a few fantasy books I buy so its nice to have a steady author to fall back on. I think he writes fight scenes as well as anyone.

3 of 3 people found the following review helpful.
Awesome
By White Russian
I don't think there is a single R.A. Salvatore book that I have read and disliked, and this certainly would not break that record. The fight scenes are so well written, you can imagine it as if you were wielding the blade yourself. The characters as always are great, you even come to love the bad guys.

2 of 2 people found the following review helpful.
Great like the rest
By Kell
I very much enjoyed this set as I have enjoyed all of the dark elf books.

See all 22 customer reviews...

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^ Ebook d20 Modern Roleplaying Game: Core Rulebook, by Stan!, Bill Slavicsek, Jeff Grubb, Rich Redman

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Play Every Adventure You Can Imagine

Experience the thrills of every blockbuster action movie, every heart-pounding first-person shooter, and every explosive, high-octane escapade you can dream up. Inside this book, you'll discover everything you need to build the ultimate modern-world campaign filled with cinematic adventure, and to create the dynamic heroes needed to face the harrowing dangers that await within.

For players and Gamemasters, this product is compatible with the Dungeons & Dragons roleplaying game and other d20 System roleplaying games.

  • Sales Rank: #333721 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2002-11-01
  • Released on: 2002-11-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x 1.01" w x 8.62" l, 2.80 pounds
  • Binding: Hardcover
  • 320 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

56 of 58 people found the following review helpful.
Great transposition of D&D to Modern Times
By Brian Robinson
I've been role playing for about fifteen years, much of that time spent with Dungeons and Dragons (D&D). I've enjoyed the new 3rd edition D&D rules and this book uses the same basic concepts to let you play in the modern world. I think the rules work well for the modern world whether you decide to run a fantasy campaign or a mundane spy campaign. The book is also attractive and well laid out, unlike the new D&D books.
The biggest difference between D&D and D20 Modern is the attitude towards classes. In D&D, your class is what you are: a wizard, a barbarian, a cleric. In D20 Modern, a class just adds something to your character. The basic classes are Strong, Fast, Tough, Smart, Dedicated, and Charismatic. Each gives you abilities in line with one of the basic ability scores. You are not only free to mix different classes, but encouraged to do so. The addition of advanced classes like Soldier or Techie adds another layer of customization.
The other modern concepts are handled well. Guns do decent damage but not vastly more than the weapons found in D&D. This is tempered by the massive damage rule which states that any time you receive damage equal to or greater than your constitution score you must make a fortitude save or be reduced to -1 hit points instantly. Similarly, driving vehicles is handled much like character movement, with associated feats and skills to allow you to be a more effective driver or pilot. Finally, the vagaries of modern finance are abstracted away with an elegant wealth system.
If you're looking to move players who are familiar with D&D into a modern setting, this book is definitely the one for you. If you just want an RPG system that allows heroic modern scenarios, again this is the system to get. The D20 system allows you to take advantage of a wide variety of D20 compatible supplements as well.
Overall, I think this is a great system and a great purchase.

33 of 37 people found the following review helpful.
Ultimately modular d20
By Markham Stoot
I'm more fond of d20 Modern than I have been of any other d20 product with the exception of Call of Cthulhu d20, which is an obvious influence. The nature of the class system, which seems designed especially for maximum variety (unlike D&D, there is no multiclassing penalty...indeed, the whole game is geared towards encouraging the multiclass player) and the inclusion of the Talent Tree only emphasizes that. Between multiclassing, talent selection and feats and skills, it becomes possible to grow into an enormously varied selection of character types...the closest I've ever seen a class and level system come to the flexibility of a point based system, in fact. With the addition of streamlined magic and psi systems derived from the ones in D&D (although I'll admit it would have been nice to have had the lost GeneTech setting included...I'm a sucker for Transgenics) and the nice assortment of monsters, it becomes possible to use this book for almost any genre you'd care to create, which is where it earns its cover price for me. I don't want limits, I want possibilities, and I can imagine using this book to create any campaign I'd want to run and almost any character I'd want to play. The cross-genre nature of the book wins me over. I do think the monster section (although useful for someone intending to use only this book) could have been removed and some rules for high-tech could have been included...but this isn't d20 Future, I guess.

15 of 15 people found the following review helpful.
An excellent RPG for creating and running modern day adventures
By M. Azar
Before I get to the review, here's a short description of my previous Pencil and Paper RPG experiences: I started out in 2001 with Dungeons and Dragons third edition, as well as RIFTS. I eventually continued onto Dungeons and Dragons edition 3.5 and Shadowrun.

Now, onto d20 Modern itself:

I had first learned of the book in late 2003, but I only glanced at it briefly and brushed it off as "inferior" to D&D.

How wrong I was.

After seeing the d20 Modern website in early 2005, and actually taking the time to examine what the system could handle and replicate, I re-read the Core Rulebook and was thoroughly pleased.

---

For starters, Modern differs from it's predecessor enough that even veterans of D&D will have some new rules to learn.

Character classes (a representation of experience in a variety of life paths) are not narrowly defined terms such as "Fighter" or "Rogue", but rather, they are based off of the six main attributes all characters have - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

The Strong Hero class represents physical training to exert more damage in melee combat, as well as training in athletic pursuits (climbing, jumping, swimming)

The Fast Hero class represents physical training to become more agile and capable of avoiding incoming danger, as well as training in ranged combat and stealthy pursuits (hiding, moving silently, sleight of hand)

The Tough Hero class represents physical training to withstand more punishment from the environment and recovering from injury quickly, as well as training to resist poisons, disease and keeping one's body focused (concentrating)

The Smart Hero class represents mental training to pick up on a wide variety of academic and technical skills to be prepared for any situation that calls for book smarts, as well as training to outsmart one's enemy in combat (crafting, knowledge)

The Dedicated Hero class represents mental training to be in tune with one's surroundings, aware of danger, able to ferret out deception, as well as training to be well versed in a wide variety of pursuits (listening, sensing motive, treating injuries)

The Charismatic Hero class represents mental training to become likeable or frightening to others, and one that movies through social circles with ease, as well as training to command others in conflict (diplomacy, intimidation, gathering information, inspiration)

In addition to the six basic classes above, there are twelve "Advanced Classes" that focus more on one aspect of a character, such as the Soldier class for general combat excellence, or the Field Medic, for the ability to work miracles and heal the mortally wounded.

Each class has ten levels of progression, and each character can achieve up to twenty levels through their journey. Therefore, you will inevitably come to a point where you must take one or more levels in a variety of classes.

For example, a boxer would typically be a Strong Hero / Tough Hero. Or, for one that is speedy and dodges well, they may be a Fast Hero / Strong Hero instead.

Want a scout? A Fast Hero / Dedicated Hero is ideal.

Or are you more of a highly intelligent smooth talker? Smart Hero / Charismatic Hero.

Did your character serve in the Marines, but is now a Detective? Tough Hero / Dedicated Hero / Investigator.

---

Asides from the classes, there are Occupations such as Academic, Law Enforcement and Technician - sets of permanent skills and a wealth increase, Feats - special abilities any character can eventually learn, and Skills - training anyone can pick up on. Most any character concept you can imagine, you can create.

Equipment - Outfit your character with everything from Desert Eagles, to PSG-1 sniper rifles, to mesh vests, to electrical tool kits and even a BMW M3 to carry all that gear around.

Admittedly there are some problem areas: non-lethal damage (knocking out opponents) is horribly ineffective and not worth it as-is. But with a house-rule (change to the rules as is) or two, you won't have any problems.

Finally, the book itself is well made. The binding is solid, the cover is durable and the pages are of a high quality stock.

All in all, d20 Modern is an extensive and engaging game sure to bring many hours worth of cinematic fun to you and your friends.

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Minggu, 18 Januari 2015

>> Ebook The African Storyteller: Stories From African Oral Traditions, by SCHEUB HAROLD

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The African Storyteller: Stories From African Oral Traditions, by SCHEUB  HAROLD

Book by Scheub, Harold

  • Sales Rank: #1092008 in Books
  • Brand: Brand: Kendall/Hunt Publishing Company
  • Published on: 1998-11-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 7.50" w x 1.25" l, 1.85 pounds
  • Binding: Paperback
  • 501 pages
Features
  • Used Book in Good Condition

Language Notes
Text: English (translation)

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Sabtu, 17 Januari 2015

>> Free PDF On Negotiating, by Mark H. McCormack

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On Negotiating, by Mark H. McCormack

The author of What They Don't Teach You at Harvard Business School offers an advanced course on the art of negotiating boldly written by an unorthodox businessman and filled with personal and professional anecdotes and examples.

  • Sales Rank: #1471292 in Books
  • Published on: 1995-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 6.25" w x 1.00" l,
  • Binding: Hardcover

From AudioFile
A pioneer in the sports marketing industry offers a consummate guide to negotiating like a champ in any business situation. McCormack is one of the most plain-speaking and credible business teachers we have, and he comes across especially well in this relaxed studio recording. Though the principles here are powerful, he's a humble teacher for someone at his level. His delivery is so understated that listeners discover the value of his ideas naturally rather than having to work around an overzealous sales pitch. He's an icon in his industry who truly understands how people in a business context reach agreements. A classic lesson and a worthy addition to any manager's personal audio library. T.W. © AudioFile 2003, Portland, Maine-- Copyright © AudioFile, Portland, Maine

Most helpful customer reviews

5 of 5 people found the following review helpful.
Informative, helpful, not elementary
By The Uncle
I enjoy reading Mark McCormack's books. On Negotiating was enjoyable, and provided some helpful things for me to think about and put into practice. However, if you were to buy only one book on the subject of negotiation, this would NOT be the first book to buy. Fisher, Ury and Patton's "Getting to Yes", or Cohen's "You can negotiate anything" are better books to begin with. Either of these books treat the reader more as a beginner and provide a more fundamental discussion than Mark McCormack's book.

7 of 8 people found the following review helpful.
Street Smart solutions on Negotiating
By A Customer
Mr. McCormack is as experienced as they come.
The book (like his others) is easy to read and full of gems.
However, He is much more capable in Sales and Management. Delightful book nonetheless.
I also recommend; You Can Negotiate Anything by Herb Cohen.

2 of 2 people found the following review helpful.
Unusual and peronal insights into negotiating
By A. Kallmeyer
I already have read one of his older books what they don't teach you.... I liked that book and it's the same with 'on negotiating'. Mr. McCormack offers unique insights into the negotiating process though on a very personal and unuasal way. In order to get new ideas, to analyse a situation I am in as a negotiator I find his book really helpful. It's more much more interesting than the usual 'sales books' I've read before. And by the way I like to learn from the experiences of other people.

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Tomb of Horrors: A 4th Edition D&D Super Adventure, by Ari Marmell, Scott Fitzgerald Gray

The deadliest dungeon in the D&D® world returns!

For generations, the Tomb of Horrors™ has held an inescapable allure. It draws adventurers to it like a beacon then devours them utterly like some monstrous predator. Within its sepulchral, trap-ridden halls and chambers lay the secrets and treasures of the demilich Acererak and, some say, the demilich himself.
 
Tomb of Horrors features a modular design that allows Dungeon Masters to build campaigns around the events herein, or pick and choose from the various chapters for use as standalone adventures. It presents a variety of challenges, from intricate combat encounters to traps and tricks evocative of the classic Tomb of Horrors adventure.
 
This D&D adventure is designed for characters of 10th–22nd level and includes a full-color, double-sided battle map designed for use with D&D Miniatures.

  • Sales Rank: #195244 in Books
  • Brand: Wizards of the Coast
  • Model: 25385
  • Published on: 2010-07-20
  • Released on: 2010-07-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .54" w x 8.56" l, 1.50 pounds
  • Binding: Hardcover
  • 160 pages
Features
  • Tomb of Horrors Adventure Hardcover 4th Edition Dungeons and Dragons RPG by Wizards of the Coast

Most helpful customer reviews

65 of 66 people found the following review helpful.
Reminiscent of what came before, but lacking
By C. Yack
This was another one of those releases that I was waiting for the moment I heard about it. I was also very curious about how a book the size of Revenge of the Giants (which had 6 levels worth of material) could cover 12 levels of material.

I'll answer the questions you most likely have.

How does the adventure range from level 10 to 22? It splits the book into 4 adventures of level 10, 14, 17 and 22, in four different locations. There are level gaps between them.

Is it as deadly as the previous Tombs? It has its deadly spots, but not to the degree of "step and die" like the other Tombs.

Is it a recreation or continuation? It builds on the events of Return to the Tomb of Horrors from 2e. Skull City and the original Tomb of Horrors are involved, but not nearly to the same degree. Most of this book is new material and maps.

What do we get? A 160 page hardcover with a poster map detailing 3 of the battle maps. The final battle of the campaign is NOT one of the maps. There are about 40 encounters and various skill challenges, and a fair number of recommended wandering encounters. There are a few pieces of artwork that depict encounters or room contents, but not in the amounts that the previous Tomb products provide.

Even though the adventure states that the PHB, DMG and MM are the only books required to run this adventure, I do recommend The Adventurer's Vault since several treasure items come from that book. A few of the wandering encounters also require the Monster Manual 2.

I think the overall campaign arc suffers with the disjointedness of splitting the book into 4 adventures. Players eager to continue the story will either have to be leveled up after each sub-adventure to begin the next, or toil through other adventures to level up before continuing the arc. Some DMs may welcome the idea of placing these adventures in their own custom arcs, but I was hoping for a continuous campaign in this single volume. Also, I didn't find the read itself to be all that entertaining. Those brand new to the concept of the Tomb of Horrors may take more interest in this product.

13 of 13 people found the following review helpful.
Some parts are great, others are very poorly executed. On par, worth considering.
By T Cadwell
While I love the setting, backstory, and 'flair' that the designers have added to this adventure, things are very hit or miss.

Some encounters are incredibly fun -- such as the grey angels encounter, for example, which is probably the most fun pre-generated book encounter I've ever seen from WOTC, and which is incredibly simple in mechanics to boot. Others involve a lot of the same pattern that plagued Revenge of the Giants, where the DM gets to have a lot more fun than the players by doing chain CC effects repeatedly. For example, the very first encounter in the game has a trio of harpies that can at-will AE push 5 and immobilize the part (each turn!). they also have an exponential damage AE... Kinda a mess -- can TPK players easily on the 'warm up' encounter while playing by the rules DMs should read ahead and polish down some of these problematic encounters, or remove and replace them entirely.

From a DMability standpoint, the book does OK. Parts of the encounters make a lot of sense, but lots of little details are a pain -- such as irregular dungeon layouts that are hard to transcribe to a battlemat or whiteboard, etc. Play balance is all over -- some trivial encounters are TPK material, while some 'boss' encounters are trival. At times, it feels like the book was not well beta-tested for usability by a DM and play balance for a player group.

Pacing was a bit on the low side. By having such a huge mega-adventure, it's easy for specific adventures to not hold the player's interest, and filling in the blanks can be a serious challenge.

The high points of the book are some of the well designed traps, that get players intellectually engaged. From this angle, tomb is a success.

Overall, I think this is a good effort, but it's really held back by inconsistent encounter design and some rough along the edges testing. While I'm somewhat inclined to give 3 stars, I am giving this 4 because I feel that this module does represent a large movement forward in D&D module design from the perspective of cool settings and interesting traps that actually make the traps FUN. This was a major achievement.

But I really hope WOTC can formalize their testing process and train some of the 'hate the player' out of their junior encounter designers. I know they are capable, because the company is bursting with talent... Just a question of getting the right people in to help out. Please guys, do this on the next one!

11 of 13 people found the following review helpful.
Disappointing...
By M. Bailey
As C.Yack "waverider2" mentioned, this book is a let down. Since it is broken up into four seperate adventures, having to "fill in the gaps" is a pain in the butt. I am all for a custom campaign with a great storyline, but I don't have time to write one or to put together encounters... I bought a pre-made adventure for just that reason! In many cases in the book, the writers leave a lot of the "writing" to you. Fine if you're just incorporating this into your own campaign world, but a real bummer if you're not. They even leave a lot of the random encounters up to you to generate. Thanks, but I didn't want to buy an adventure "location."

As far as the "deadliness" of the adventure goes, it seems more frustrating than fun. Good ideas seem to be thwarted by tedious dice rolling, especially during the middle parts of the adventure. My PCs are getting angry because they can't "solve" a riddle or puzzle by using their intuition. There is even a statement at the beginning of the book saying that this is how it should be! But no, just a lot of frustrating rooms that do damage with no or few enemies and only dice rolls to save you. Another bummer.

Roleplaying is not rewarded and instead of "instant kill" spots, it features more "slow, boring, almost death" locations. If you're dying to play another pre-generated adventure because you've played all of the rest, then make this one as fun as you can. If you haven't played some of the other WoTC adventures, try those first. And of course, if you have the time, do the best thing and write your own.

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? Free Ebook Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker

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Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker

A new sourcebook outlining the use of arcane magic by any D&D character.
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane also contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.

  • Sales Rank: #331239 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-11-12
  • Released on: 2004-11-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .60" w x 8.60" l, 1.65 pounds
  • Binding: Hardcover
  • 192 pages
Features
  • Used Book in Good Condition

About the Author
Richard Baker works as a game designer for the RPG line at Wizards of the Coast, Inc. A New York Times best-selling novel author with Condemnation, he has also authored The City of Ravens and Forsaken House.

Most helpful customer reviews

93 of 95 people found the following review helpful.
Excellent resource for DM and player
By James Daniel
First and foremost, this book offers two new core classes and a 3.5 update: the Warlock and the War Mage are both new, and the Wu Jen has been updated from Oriental adventures. Of particular interest are the two new classes and how they balance.

The Warlock doesn't have spells, but invocations, and these invocations are essentially at-will spell-like powers. So instead of the usual spell lists and spell slots, instead of spells, instead of spell points or psionic points, we have the first class completely built on at-will magical abilities. A Warlock at 20th level has only 12 invocations, total. Invocation powers vary from least (duplicating the darkness spell, for example) to dark (duplicating the foresight spell), and are group by four classifications rather than nine levels. (They do have spell level defined for purposes of saving throws and the like.) On top of the invocations, a Warlock comes with extra hit points (d6), gradually increasing damage resistance, and a built-in blasting power that does damage about on par with magic missile (at will, mind you) and can be modified into more powerful variations with invocations. I'm not sure yet whether it is well-balanced, but it appears to be so. I will likely use it as a villain at some point before I allow players access to it.

The War Mage is a rather intriguing design. The spell casting is like a sorcerer's with the same large amounts of spell "slots" per day, and an ability to choose what gets cast when, rather than having prepared spells. The class also gets to wear light armor without taking an arcane casting penalty, and this can be increase to even heavy armor at higher levels if one also spends a feat to improve this ability. Combined with this is a d6 hit die so this plus the armor makes for a tougher cookie than a wizard or sorcerer. The real interesting aspect of this class is in the spell list and how it is employed. The class automatically has access to every spell for each spell level it can access: spells known -is- the spell list. Further, these spells comprise the best combat spells in the game. On top of this, the War Mage gets an "Edge" that adds his intelligence bonus to the damage of any spell cast (which is about equivalent to adding an extra die of damage to every damage spell). So just by taking the class, you get to wear armor, have a decent d6 hit die, and can cast the best combat spells in the game. What a munchkin, right? Well, I haven't mentioned the trade-off, yet: it's -only- offensive combat spells. This class cannot cast extremely useful spells that are staples of the sorcerer/wizard spell lists. There is no Identify, there is no Detect Magic, there is no Dispel Magic, there is no Shield, there is no Mage Armor, there is no Fly, there is no Teleport, there is no Polymorph. You can blast things to kingdom come. That's it. The party had better have at least a bard to make up for some of these, but it would take a full-time wizard or sorcerer to truly make up for the lack of versatility. Ideally, I see the War Mage as a strong computer game class, because most of what is lost are the spells that just aren't useful in a computer game, because it is so difficult to write a game than can handle these aspects of a true pencil-and-paper wizard's versatility. I look forward to including the class in my gaming both as PC and NPC, because I find its strengths and limitations fascinating.

Several of the prestige classes from Tome and Blood are found here in new, revised versions, but there are several new prestige classes, as well. A couple of these are bard-oriented. Of particular note are the Argent Savant (a force-spell specialist), the Effigy Master (a special kind of golem specialist), and the Wild Mage (which hasn't appeared in official WotC material until now, as far as I can tell, and has only existed in independent d20 sources and in its old 2nd-edition version). The concept behind the Argent Savant is intriguing, and even though it is only 5 levels, if force spells like magic missile and shield are what intruigue you about wizard spells, it is very much worth taking. The Effigy Master is definitely a unique approach to magic, though a bit awkward if one doesn't enjoy writing up creatures from the monster manual and applying an "effigy" template to them. The Wild Mage is remarkable in a couple of ways, in that it was included at all, and that it has only a 2 page write up. Basically, the Wild Mage ends up with a variable spell caster level (average level is about .5 higher than an analogous non-wild caster) that can exert mild control over random spells and at high levels can take a memorized spell and turn it into a Wand of Wonder effect. I'm glad they took the time to consider adding the Wild Mage to the roster, but I think it deserves a lot more lovingkindness and attention to detail. Using randomized spell caster levels and the wand of wonder table is what allows the write-up to be only 3 pages. There is no chance of spells "going wild" by accident, which was part of the charm of the old Wild Mage, and there are no big tables of possible wild mishaps ordered from most disasterous to most helpful (so that a bonus applied to the role could be a kind of good luck nudge). I don't fault the designers for this, though. The Wild Mage as classically understood is not easy to balance. I think the Wild Mage concept is still undergoing growing pains, much like psionics did until the two most recent psionics handbooks, and we'll see some more official versions over the next several years until the kinks get ironed out.

Beyond the core and prestige classes are the feats, and there are several new feats that make this book worth having all by itself. Some of these pertain just to the new core classes, and others are simply latest revisions of 3.0 feats. The new feats are intriguing, however. Arcane Mastery lets you take 10 on a caster level check, meaning automatic success against casters of lower level (useful for dispels) and for always getting past weak magic resistance. Several feats offer triplets of 1/day spell-like powers (0 and 1st level). Mage Slayer is no longer a class, but a set of feats. Those doing the dragon thing have a bunch of Draconic feats they may take. You can get a familiar with a feat, if your core arcane spellcasting class doesn't have one. Practiced Spellcaster does a great service to all multiclass spellcasters: add up to +4 to your caster level (not increasing number of spells, but the power with which they are cast) so long as it doesn't exceed your character level. If you are a 4th level fighter, 6th level wizard, you can take this feat and cast your spells (still limited to the spell progression as of level 6) as if you were 10th level. Thus, you can do damage (and dispel magic, and penetrate spell resistance) based on your character level rather than on your much weaker class level. This does a world of good to balance the game and let players not be crippled for wanting to have a bit of variety in their characters.

As far as the spell lists in this book go, this alone is worth the price on the cover. As with any new set of spells, there are good and bad, balanced and imbalanced, but having new ideas for what spells can do added to the official material is always nice. There's even a cleric spell in here that I want to ask my DM with whom I am playing a cleric to allow.

Why not 5 stars? Simply because as with most game supplements (and even the core rulebooks), there is a lot of hit and miss. There's always things that I don't like, or think that could be done better, or I will have to house-rule for myself because the designers severely over- or under- powered something. Also, with so much variety, there are always elements that just don't apply to anything that one would consider playing; not to say that these elements are bad or wrong, just uninteresting or inapplicable to current plans. However, what I do like in this book, I -really- like, and there is plenty of that.

81 of 91 people found the following review helpful.
wizards treasure
By MICHAEL BEAVERS
this is the latest in the complete series from WOC. The complete arcane introduces us to three wizard types, the Warlock, the Warmage and the Wu Jen. All of these wizards are limited in some way.

The Warlock is generally evil and or chaotic. His abilities come from himself. He picks and choses defenses, attacks and types of invocations to use. He may wear armor and uses a D6 for his hit points. There are levels of invocations that he may use. The Warmage is a remake from the old elves handbook. Humans and half-elves may be warmages and have their own spell list and may wear armor also with the ability to use their intelligence bonus as additional armor damage. The Wu Jen is a remake of the oriental adventures. This wizard has his own spell list and has to take a series of taboos to enable other special abilities.

The prestige class section has some of the prestige classes modified from the older tome and blood book. The Acolyte of the skin, the alienist, the fate spinner and some others make a reappearence modified for 3.5 and other changes. The wild mage from the Forgotten Realms makes an appearance here as well as the mindbender, a mage dedicated to manipulating things.

There are new feats for wizards to check over, like the battle caster which allows you to ignore the arcane spell failure for wearing armor, another allows you to gain an extra slot for a spell, or the ability to do a twin spell, essentially a spell that is cast twice at the same time.

There are new spells of course, there are several levels of orb spells which do acid, cold, electricity, fire or sound. You can also pump up your familiar. There are new spells for the Wu jens like smoke ladder and Iron scarf which is a ranged attack doing a d8 +1 per level For the warlock there is dark one own luck which allows a luck bonus equal to your charisma bonus on the other saves during a 24 hr period.

There are new magic items and enhancement to spellbooks, like waterproof and resistent to energy. The list of magic items is small.

There are primarily two types of creatures in the monster area. One is the effigy creature that is created by the effigy master. I consider this to be a techno mage and elemental grues as well as elemental monoliths.

There is a section on playing the various types of wizards more from a philsophy point of view than any mechanics and lastly there is a section on various guilds and societies.

I do consider this to be a useful book. I have a Japanese style environment and the Wu Jen will be useful. The warlock has the ability to be a very nasty villian type to use. The prestige classes werent that exciting but as a dm I can always find a use for them. The additional spells are always nice to use or have the players find in scrolls from strange and exotic places.

I would give this a 3.75 rating overall

0 of 0 people found the following review helpful.
Five Stars
By Robert
good book

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Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker PDF
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Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker rtf
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Mobipocket
Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Kindle

? Free Ebook Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Doc

? Free Ebook Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Doc

? Free Ebook Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Doc
? Free Ebook Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Richard Baker Doc