Selasa, 29 September 2015

? PDF Download Starships of the Galaxy (Star Wars Roleplaying Game), by Owen K.C. Stephens, Rodney Thompson

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Starships of the Galaxy (Star Wars Roleplaying Game), by Owen K.C. Stephens, Rodney Thompson

Starships of the Galaxy (Star Wars Roleplaying Game), by Owen K.C. Stephens, Rodney Thompson



Starships of the Galaxy (Star Wars Roleplaying Game), by Owen K.C. Stephens, Rodney Thompson

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Starships of the Galaxy (Star Wars Roleplaying Game), by Owen K.C. Stephens, Rodney Thompson

"She'll make the Kessel run in five parsecs!"

This rules supplement contains advanced starship combat rules for the Star Wars Roleplaying Game Saga Edition. In addition, it provides new character options for spacefaring heroes as well as descriptions, deckplans, and statistics for starships from all eras (as featured in all six Star Wars films and the Expanded Universe). This deluxe, full-color game supplement also includes rules and guidelines for building your own starships.

  • Sales Rank: #99686 in Books
  • Brand: Star Wars WOTC Saga Edition
  • Published on: 2007-12-18
  • Released on: 2007-12-18
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .54" w x 9.24" l, 1.30 pounds
  • Binding: Hardcover
  • 160 pages

About the Author
OWEN K.C. STEPHENS is a freelance designer who has co-authored several RPG products for Wizards of the Coast, most recently Dragon Magic(TM), Monster Manual(R) IV, and the Star Wars Roleplaying Game Saga Edition.

RODNEY THOMPSON works as a game designer at Wizards of the Coast, Inc. His previous published credits include the Star Wars Roleplaying Game Saga Edition, Dragon Magic(TM), and d20 Future Tech (a d20 Modern® Roleplaying Game supplement).

Most helpful customer reviews

14 of 14 people found the following review helpful.
Great SAGA edition sourcebook
By S. Owens
It is too bad there is a version of this book for the old StarWars roleplaying rule set that shares the same name and general content. I don't own that piece but have seen it and this new book is MUCH better.

SotG may have far fewer pages than the Core Rulebook for just a slightly smaller price but it is packed full of information that is useful for any RPG campain that values space combat or even travel. After a short introduction Champer 1 covers the basics of starships in adventuring; this includes answers to questions like "how much does it cost to opperate my ship?" and clarification on how various thing work in starship scale combat. In addition to clarifing how some corebook material works SotG also gives us some new talents and feats to use for our space going characters.

Chapter 2 covers Starship Combat. This includes a new maneuver system that is similiar to how the core book uses force powers. Additionally, this chapter gives advice on creating interesting space encounters and tips on how to keep players interested but not overwhelmed.

Chapter 3 is the section on modification. This chapter is a virtual shopping list of things that can be added to or changed on starships. The end of the chapter even gives a "stock ship" and cost for various ship types that would allow players to build their own ship.

Chapter 4 covers the last two-thirds of the book and contains an extensive Codex of ships found in the StarWars universe. These range from small light fighters up to the Eclipse Super Star Destroyer from the Dark Horse Comic Series. Each of these many ships is given RPG stats, a brief writeup about its history and abilities, and most also include a color illustration showing what the ship looks like. The list doesn't cover everything which is nearly impossible given the size of the SW Universe but does include ships from all eras of play.

Someone not into the roleplaying game may like the Starship Codex. For the roleplayer, I'd say this book is a must for any group that deals with space combat regularly.

10 of 10 people found the following review helpful.
Best Starship Compendium yet
By robin brown
This is easily the most complete starship compendium for a Star Wars RPG so far.

What I loved: Templates for starships. You can take an exisiting ship and make it an "advanced" version, an "archaic" version a "prototype", etc. This is a fantastic idea and saves the GM at lot of work.

The range of ships: All eras of play are covered nicely. There are omissions, probably because of space reasons. (I'd like to have seen Grevious's starfighter, for example. Also the capital ships from the KOTOR era, not just the Sith interceptor. The Sun Crusher is mercifully absent. Good call on that.)

The character options are well done and a lot of attention has been taken to give everyone something to do in a starship. In some games in D6 SW, oh so long ago, everyone except the pilot and the gunners used to sit back and wait for the starship combat to end. Now, nobles can demand surrender from enemy ships, scoundrels can disrupt the enemy, etc.

Building rules, custom rules. The rest of what you'd expect. I do wish they'd have added another 60 pages or so and made the book truly complete for the ages.

3 of 3 people found the following review helpful.
More options to spice up vehicular combat
By M. Azar
After picking up the Star Wars SAGA roleplaying game from Amazon, I went to the Wizards of the Coast website to look up any potential printing errors in the book. While I was looking around, I read about an up and coming supplement dealing with starship options. It piqued my interest, so I pre-ordered a copy of it on Amazon.

A month later, the book arrived and after spending about a week using it, I can say it was very much worth the money.

---

"Starships of the Galaxy" is at heart a gathering of ship statistics, paragraphs of ship descriptions within the Star Wars timeline and pieces of art sprinkled throughout.

There's good variety here: most if not all of the movie ships were covered, including the medical frigates (seen at the end of The Empire Strikes Back and during Return of the Jedi), Cloud Cars (seen in The Empire Strikes Back), Super Star Destroyers (around the middle to end of Return of the Jedi) and more. In addition to what was seen in the six films, there are also entries that come from the Expanded Universe novels, like Xizor's Virago (from Shadows of the Empire). These were a nice touch that managed to cater to both casual and hardcore fans.

In some cases, the descriptions were a little skimpy - you'd either read about who used the ship, or when and where it was conceived, but rarely both. Mostly though, they did get the basics of the vehicle across.

The art is a mixed bag in terms of style - some were very straight, bright and blocky, giving the ship a technical drawing feel (like the X-Wing, and it appears the artists did work for the d20 Modern supplement "d20 Future"). Others were a bit blurry, colorful and seemed to make the ship look like it was engaged that moment in the heat of battle (such as the Virago). Both were done well, however. So, consistency aside, I was very pleased.

Though smaller than the rest of the book, there is a section on starship maneuvers and tactics. While these are reserved for campaigns set primarily with vehicle combat as the main conflict, there are some good single options that work for a mixed theme campaign.

To top it off, the covering is solidly build and the pages aren't thin and easily bent. The low page count (160) might turn some away (and I was skeptical myself after Wizards lowered the average from 192 to 160) but as long as the content stays at this level of quality or rises, the cost will be justifiable.

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Minggu, 27 September 2015

>> Download Power of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Ed Greenwood, Eric L. Boyd

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Power of Faerun (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement), by Ed Greenwood, Eric L. Boyd

Rule the Realms

You’ve survived countless deathtraps, slain hordes of monsters, and overthrown your fair share of petty warlords and would-be tyrants. Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince? Power of Faerûn shows players and Dungeon Masters how to play high-level characters and run high-level campaigns in the Realms. It presents worthy challenges and opportunities for heroes who have had their fill of crawling through caverns and plundering forsaken tombs.


For use with these Dungeons & Dragons® products
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Forgotten Realms Campaign Setting

  • Sales Rank: #591802 in Books
  • Published on: 2006-03-14
  • Released on: 2006-03-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .57" w x 8.58" l,
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

45 of 48 people found the following review helpful.
MANY PLAYERS WILL LOVE THIS NEW DIRECTION
By Tim Janson
When the discussion turns to high-level PCs and what to do with them, ultimately the challenge to the DM becomes finding something to challenge the players. A Demon Lord? Demi-God? A Horde of Dragons? The Power of Faerun takes a different approach to high level characters, offering different avenues of challenges to players. The book provides background and rules on how players can rise in ranks and stature as more than just adventurers. Maybe you want to gain fame and power in the court of a ruling kingdom, as a priest in a religion or cult, or as a military commander. Perhaps you seek to become the Donald Trump of the Forgotten Realms by amassing great wealth without having to risk your life, or maybe you want to rule your own kingdom. The Power of Faerun explains how to do all of this and more.

The opening chapter, "Order in the Court" covers how to play a member of a royal court as perhaps a Steward, Chancellor, or Ambassador. The player will learn how to deal with court intrigues and plots, draft laws and royal decrees, and the fine art of diplomacy. Rules are also provided on how players can gain nobility status, even if they were not born of noble blood.

"Win the Battlefield" discusses how a player can rise to power as a military commander, earning ranks, commendations, learning how to command and lead armies and how to deal with subordinates. A couple of short, sample military campaigns are included to get both the player and DM started. Maybe you want to rise to the top in the priesthood in a religion or cult; "Keep the Faith" explains how to do so. Rise to the titles of bishop or archbishop, deal with rival faiths or cults, and build a religious stronghold.

One of the most intriguing chapters is "Play the Market" which explains the Merchant prince class and how a player can achieve power by amassing great wealth. Deal in trade both legal or illegal, control shipping routes on both land and sea, and learn to create a monopoly. You'll also learn how to form a trade consortium and establish and run guilds. Other chapters will cover how to become a frontier leader, where you will establish new domains for your subjects and how to rule them and deal with problems as diverse as marauding bandits to feeding your people. Ready to rule right away? Then The Power of Faerun lists numerous tiny border kingdoms that are ready for the picking.

But less you think the book is all cerebral, some serious, high level challenges are presented in chapter seven. This chapter explains how to introduce powerful beings like Gods, ancient dragons, and other, powerful NPC adventurers, into the game to both oppose and influence the players. These are provided as "adventure seeds" to help jumpstart a campaign. A smattering of new spells and magic items are included.

The Power of Faerun isn't about hacking and slashing and it probably won't appeal to all players or DMs. The book's goal is to give players a different kind of power. Rather than just the personal power of their sword arms or spells, the book provides the power of influence and command which can be even more potent. In these positions of power the players can have legions of underlings to do their bidding and can even influence great rulers. While the appeal may be a bit narrow, for those players wishing to move their high level characters in a bold, new direction, The Power of Faerun certainly is an interesting way to go.

Reviewed by Tim Janson

11 of 14 people found the following review helpful.
Power delivers on many areas for role playing but...
By Amazon Customer
Power of Faerun

Written by Ed Greenwood and Eric L. Boyd

Published by Wizards of the Coast

[...]

160 full color pages

Hardback

ISBN 10: 0-7869-3910-9

$29.95

Power of Faerun is devoted to bringing the game outside the dungeon and to the courts, churches and wilderness by focusing on areas of character growth that while involving power, often involve power of a sort not traditionally associated with Dungeons and Dragons characters.

Ed Greenwood and Eric L. Boyd are two of the best scribes of Forgotten Realms material and while the game mechanics fall flat more often than not, thankfully the majority of the book is in the form of non-game mechanics with background details.

Interior artists include Lucio Parrillo, who also handles the cover, as well as fan favorite William O'Connon along with others like Eric Deschamps, Francis Tsai and others. Kyle Hunter handles the cartography this time around and provides maps that are generally easy to read and easy to use.

The graphic design, like most of the Forgotten Realms books, is top notch. The yellowed parchment pages still look great even years latter. Use of sidebars with darker yellow easily catch the eyes. Chapter titles are at the top of the page centered while on the bottom are page numbers. Layout is standard two-column format and makes good use of white space despite the page within a page design of the book.

In terms of coverage, the book provides little bites on numerous areas. It starts off with wielding power in the courts and moves to the battlefield. From the battlefield to the churches. From the churches to the market. From the market to the wild frontier. From the frontier to patrolling the roads.

Each section provides use of the Leadership feat as well as how to `play' that type of game. For example, when looking at Keep the Faith, information on what religious leaders do, as well as methods of daily worship, are provided. One nice resource is the listing of Faith Specific Prestige Classes in one spot.

Notes on moving up the different ranks are included. Looking at the frontier section for example, provides information on being a vassal state or a fiefdom, how to hold a territory and how to fight off the various threats ranging from bandits and brigands to diseases and monsters.

Each section has it's own maps and NPCs to help the GM use the material right away. If you wanted some sample frontier strongholds, you have Wolfwatch Manor and Stormhawk Keep, each mapped out with an overview and numbered with details. Stormhawk for example has fifteen different locations from the Foreyard to the Feasting Hall.

The section on Play the Market provides Dabron Sashenstar, a high powered merchant prince and his unique mount as well as details on his challenge to the Iron Throne's hold on weapons trade in the Heartlands. A place where clever players can start with Dabron as a patron and perhaps move into their own efforts.

My favorite part is probably the section on the market. When reading one of Raymond Feist's books, there was a whole section with the characters working the market and effecting change on the setting not through swords, but through trade. It's an area that despite six years of an open game license, has rarely, if ever, been detailed. The only weakness is that the section relies on the user have the Dungeon Master's Guide II as it uses the rules for running a business.

From there it moves on to discussing challenges for high level characters. Some of these are obvious like working for or against deities. Regardless of character level, deities are often able to provide challenges. After deities the older dragons are another great adversary. The most interesting option for high level characters though, are other high level characters.

This involves the most work on the GM's part while providing the most dangerous options. For some GM's, it's almost too easy to customize a villain to counter a player, especially a player whose ultra-specialized in one field. Have a fantastic ability to deal death with a greatsword but a terrible fortitude save? Have awesome abilities with fire magic but no enchantment? Still, the advice on using rivals is a good place to get ideas.

Sometimes though, it's not the strength of an individual enemy, but rather, that enemy's horde that you have to worry about. Wizards of the Coast recently put their money where their mouth was with this idea and their adventure, The Red Hand of Doom, deals with adventurers fighting against humanoids and their masters, the dragons.

In addition to details on different character options, details on the Border Kingdoms are included. The Border kingdoms fill a useful role in being a place that the GM can manipulate for his own use, much in the way a similar named kingdom in the Warhammer setting can be used. A place where characters should be able to make long term changes.

Details are included for numerous parts of the land including Bedron, The Land of Two Princes, Owlhold and the Realm of the Ready Sword. Each section gets it's own brief details but is more or less there to provide the GM a place to put his own marker, much like say the Wilderlands of the old Judges Guild.

The book closes off a bit weak with a section on how to rule. This includes expanded Leadership scores and rules for bringing in, and losing cohorts and followers. It's a solid chapter but could be used for any campaign as opposed to just a Forgotten Realms game. Included with the expanded chart for Epic Leadership, are feats to augment leadership such as, yes, Epic Leadership and Born Leaders, a feat that provides a bonus to your leadership score and a bonus to your Influence modifier.

Power of Faerun is a solid book for any D&D campaign. While the specifics are Forgotten Realms, they can serve as examples for someone running a Greyhawk or Eberron game. The rules and methods of working for the church or fighting in the courts are often overlooked in the game and this book provides background information on ideas of what type of conflicts and rewards await those whose dungeon is a castle or cathedral.

2 of 2 people found the following review helpful.
delivered as promised
By Litha
The book delivered what it promised. What I found neat about it is that it needn't be solely for high-powered characters. Even a lowly 5th level batd or rogue makes for a playable courtier. Just be sure to have several books at hand already- DMG2 for setting up a mercantile empire and Heroes of Valor to play a general are two necessities. Wish I'd known that before I the book.

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Jumat, 25 September 2015

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Shattered: In the Eye of the Storm, by Faye D. Resnick, Jeanne V. Bell

The best friend of Nicole Brown Simpson describes her devastating experiences with the O. J. Simpson trial, offering a inside view of the prosecution and disturbing portrait of the defense team that sought to discredit her testimony. Lit Guild. Tour.

  • Sales Rank: #440412 in Books
  • Brand: Brand: Newstar Pr
  • Published on: 1996-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.25" h x 5.50" w x 1.25" l,
  • Binding: Hardcover
  • 256 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By TERESSA30
REALLY GOOD BOOK.

24 of 26 people found the following review helpful.
Interesting, but not in the way Resnick would Like
By Dan Silagi
There is actually some very revealing information in this book, especially when seen in conjunction with Resnick's first and better-known book, "Nicole Brown Simpson: The Private Diary of a Life Interrupted."

In the forward to her first book, Resnick claims that her notes were stolen, presumably by thugs working for O.J. Simpson. Based upon the timeline of the book, this had to happen before early July, 1994, when Resnick spirited herself away to a "safe house" in Vermont used by Mike Walker, gossip columnist for the National Enquirer but actually owned by the late Dominick Dunne, one of the main "O.J.'s Guilty" cheerleaders. Resnick was in a rehab house from a few days before the murders until the start of July. That means the notes on Nicole were written before the killings took place, on June 12, 1994. Throughout both books, Resnick claims that Nicole told her on numerous occasions that O.J. was planning to murder her, so if Resnick's telling the truth here, I can understand her prescience, although I can't understand why she didn't inform the LAPD.

In her second book, however, she claims that she went to her attorney, Arthur Barens, and told him that she needed to document to him evidence she had that O.J. was the killer, and that she was afraid that O.J. (or his supposed hitmen) would kill her as well. It was her lawyer who then said that Resnick needed to write a book, but not take her information to the L.A. DA's office because if it were, Simpson's defense would get a crack at it, and that (Resnick) would be really seen as a threat, so Resnick should bypass the DA's office and go straight to the public with it. (If true, this would be obstruction of justice.) Apparently this was the first time Resnick mentioned writing a book.

Shortly after that, sans the "purloined" notes, Resnick holed up in Walker's rented house and wrote her book.

This whole story is fishy. If Resnick's lawyer first mentioned to Resnick that she should write a book in July, 1994, what were Resnick's purported notes for? They had to be written before the murders, and stolen while she was in rehab.

As Dr. Henry Lee would say, "Something wrong here."

9 of 10 people found the following review helpful.
I also thought it was funny how she didn't deny the fact her first husband ...
By falfalp
I read both of her books and she really contradicts herself, maybe she should have re-read her first book prior to writing this. I also thought it was funny how she didn't deny the fact her first husband was a vacuum salesman and her second was a drug dealer which she claims was "an eccentric heir" ; she denied everything else in this book that was written about her in "Raging Heart."

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~~ PDF Download Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore

PDF Download Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore

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Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore

Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore



Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore

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Paths of Darkness, Collector's Edition (Forgotten Realms), by R.A. Salvatore

A collection of four best-selling R.A. Salvatore novels available in paperback for the first time.
This collection of four New York Times best-selling novels from premiere fantasy author R.A. Salvatore includes The Silent Blade, The Spine of the World, Servant of the Shard, and Sea of Swords. These titles continue the tale of Salvatore’s signature character Drizzt Do’Urden™, one of the most well known figures in the Forgotten Realms setting.
 

  • Sales Rank: #229557 in Books
  • Brand: Forgotten Realms - Novels Box Sets & Collections
  • Published on: 2005-09-01
  • Released on: 2005-09-01
  • Format: Deluxe Edition
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x 2.01" w x 5.90" l, 3.00 pounds
  • Binding: Paperback
  • 1184 pages
Features
  • omnibus collection of 4 R. A. Salvatore fantasy novels in softcover

About the Author
R.A. Salvatore was born in Massachusetts in 1959 and still makes his home there. He has published numerous Forgotten Realms novels with Wizards of the Coast, Inc., most
of which have been New York Times best-sellers. He is also known as the best-selling author of the Star Wars: Episode II Attack of the Clones novelization from Del Rey.

Most helpful customer reviews

55 of 62 people found the following review helpful.
A Great item for collection...
By B. Andico
The Paths of Darkness Collectors' Edition is a very good deal to all avid readers who want to have all the enchilada in one. I for one, waited for this collected edition before I read it rather than read the individual books as they got released.
While it is nice reading, and it did deliver to the standards as R.A. Salvatore can give, it must not be compared to its predecesors, The Dark Elf and Icewind Dale Trilogies, or suffer a less than generous review.
It has the usual elements in Salvatore's previous books: the detailed action sequences, the way the villains are introduced (usually at the epilogues or the first chapters), and the believably slow and gradual development of each characters and how they relate to each other. Its selling point is probably the reintroduction of Drizzt's archenemy, Entreri, with a twist. And a focus on the Drow mercenary chief, Jarlaxle, seems to give promise to the excitement of this epic.
As a whole, this book is recommended for those who vigilantly follow Drizzt Do'Urden's adventures. But to those who haven't read the Previous Trilogies and the Legacy of the Drow series, I suggest you read those first to fully appreciate this book. While it did not give the same level of excitement the previous books gave, it's still good reading for another piece of Drizzt, our friendly neighborhood drow.

22 of 23 people found the following review helpful.
The conclusion to the 'Legend of Drizzt' (finally)
By Chip Hunter
The Paths of Darkness compendium includes R.A. Salvatore's Forgotten Realms novels published from 1998 to 2001. The principle storyline for this series is the return of Wulfgar from imprisonment by the demon Erttu, and his stuggle to come to grips with his new life. Three of the books included in this one make up the final part of the 'Legend of Drizzt'. One book, Servant of the Shard, seems to have been included in this volume only because of publication order. It is actually the first book of the separate 'Sellswords' trilogy and doesn't really have anything to do with Drizzt and Co.

In The Silent Blade (Forgotten Realms: Paths of Darkness, Book 1), a fresh new adventure for the Companions of the Hall is began. As Drizzt and Co. head out to Spirit Soaring to have Cadderly destroy the (same old) Crystal Shard, monsters hound them at every turn. Wulfgar struggles with inner demons until he finds a place as a bouncer for a rough tavern in Luskan, where he has a great time bashing heads and drinking booze. Artemis Entreri travels back to his roots in Calimport to begin reestablishing his name and fortune. Jarlaxle has ventured out of Menzoberanzan in the search for power and wealth and coaxes Entreri to join his plans. Character development is the primary thing that stands out in this book. Wulfgar, Entreri, and Jarlaxle especially grow as characters. [4-star rating].

The Spine of the World (Forgotten Realms: Paths of Darkness, Book 2) is completely devoted to the continuing struggle of Wulfgar, who cannot seem to overcome his inner demons and allows himself to fall into a rather shameful existence. The story consists of two separate plot-lines that briefly come together near the end of the book. Wulfgar and Morik (who develops nicely here) fight, are framed, get beat, leave Luskan, fight, are framed, get beat, and so on. The other story was actually the more intriguing to me. It involves characters that we've never met before and their emotional wrangling. A hi-bred lord courts a lowly peasant (Meralda), who goes along with it for her family's sake but makes a big mistake in getting knocked up by another man. The two stories come together in an unpredictable way that results in a hugely surprising and satisfying ending. [3-star rating]

The third book in the Paths of Darkness, Servant of the Shard (Forgotten Realms: Paths of Darkness, Book 3), probably shouldn't have been included in this collection. It is really somewhat of a duplicate book, released two different times with different looking covers, the second time as book one of The Sellswords. It is also one of the most enjoyable Salvatore books to date. The Sellswords series follows the adventures of Artemis Enreri and Jarlaxle. This perfect couple is extremely well-developed and are fun to read about. In book 1, the Crystal Shard occupies center stage as the story began in The Silent Blade is continued. The annoyingly pious Cadderly plays a part in the latter parts of the book, but doesn't do too much harm to the story. Excellent fighting scenes and plenty of action make for a fun and exciting read. [5-star rating].

In Sea of Swords (Forgotten Realms: Paths of Darkness), the story of Wulfgar is rejoined for the final book of the Legend of Drizzt. As the Companions of the Hall set out to retrieve Aegis-Fang from the pirate Sheila Kree, it seems nothing could stand in their way. Wulfgar finally comes to terms with his new place in life, and is reunited with his old friends before the final battle. A mysterious elf from Drizzt's past has plotted to slay Drizzt for years and the two meet in an epic clash. Overall, this was a bit disappointing for a Drizzt novel, particularly because of its being the last in the series. [3-star rating].

Overall, these books really start to lose interest as the reader becomes inundated with Drizzt and his friends. The heroes (except Wulfgar ironically) become practically invincible and the stories become predictable. I'm just glad that I'm finally through the Legend of Drizzt (although I probably will read The Hunter's Blades trilogy).

2 of 2 people found the following review helpful.
Great Story
By Kent Harris
This collection continues the excellent tradition of Dnd based Fantasy writing established by R.A. Salvatore, Gary Gygax, and many others!

This collection continues an epic saga focused on R.A. Salvatore's most popular characters: Drizz't, Cattie-Brie, etc. It reads fine stand-alone, but I would highly recommend reading the other collector's editions from the beginning just to get the full character backgrounds and history.

In many cases, series that run so long based on the same characters get stale, but surprisingly, each new series of books in this series is as fresh as the first!

Can't wait to read the next one!

*Laugh* Just read the fine print on reviews. THIS PRODUCT IS UNSAFE! YOU WILL LOSE SLEEP AFTER PURCHASING IT!

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Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting), by Eric L. Boyd, Erik Mona

Religion in the Realms

Whether cleric or commoner, wizard or warrior, nearly everyone in Faerûn pays homage to at least one patron deity. Some of those divine powers inspire respect, while others elicit fear. Good or evil, all of them coexist within these pages. Complete information for key gods, along with the powers and abilities granted to their most dedicated followers, and descriptions of supporting deities combine to provide this look at all the gods of the Forgotten Realms campaign setting.

Over 115 gods
20 specialty priest prestige classes
Maps of four temples

This collection details the thirty most important gods in the Forgotten Realms setting and expands upon the profiles of the rest of the deities.

To use this accessory, a Dungeon Master also needs the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

  • Sales Rank: #299116 in Books
  • Brand: Brand: Wizards of the Coast
  • Model: 92759
  • Published on: 2002-05-01
  • Released on: 2002-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .65" w x 8.59" l,
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

0 of 0 people found the following review helpful.
Faiths and Avatars v2 Basically
By Pony
It's a re-print of Faiths and Avatars and Deities and Demigods I think it was essentially, but with the clergy parts gutted to near nothing by comparison. So... Less on the Gods and Clergy, more on bonus material. By bonus material, mean things like specializations and class kits kinda stuff and places of worship. Oh.. and the artwork this time shows the gods/goddesses instead of the priests like the aforementioned books.

Honestly seems more a FR version of Legends and Lore. Both books focus more on the gods/avatars for encounter purposes. Aka it's more for DM's than players to make characters.

29 of 30 people found the following review helpful.
The dynasty continues...
By Jeff Hershberger
It's gotten to the point that now when I see a new product for Forgotten Realms, my reaction is summed up in one word:
Gimme.
The Forgotten Realms products are the most consistently well-done supplements third edition D&D has to offer. Gorgeous artwork and ever-expanding detail have made a believer out of me.
That said, this product is a product with a very narrow focus - and if Faiths and Pantheon's focus falls outside of your gaming style, you should save your money for other supplements.
The real core of this product is the full descriptions and stats for the major deities of the Forgotten Realms setting. The descriptions are in the standard format outlined in the Deities and Demigods supplement. The artwork is inspired (with the possible exception of the non-human pantheon artwork), and the overall feel of the Realms is maintained throughout. The pantheons are described in detail and the stat blocks for any of the divine powers will make 20th level characters look downright milquetoasty.
It's worth stressing one thing about the deities: These folks are dangerous. This is why this book is not for every campaign. One harsh encounter with the divine can destroy all your players and/or their respect for the Dungeon Master. Many DMs will find their Forgotten Realms pantheon to be little more than trophy-NPCs that are kept on the bookshelf. That being the case, I'd make sure you want to use these NPCs before you buy this book.
The extras in this book are nice as well: Twenty prestige classes that are tied to the various religions. Some of these classes have additional minions that are described complete with stat blocks.
Three sample temples are mapped out and described with NPCs, and there are numerous sidebars placed in the book offering extra detail on the surrounding material.
To be fair, many of the sidebars are material found in other books, but the FR crew can be forgiven for duplicating them in the name of easy reference.
My biggest quibble with this product is that while the thirty main deities of the realms are given full stat blocks and avatar descriptions (and stats, where necessary) - the lesser deities of Faerûn are not.
Sure, full stats for all the many deities of Faerûn would take up a lot of space, but so does reprinting summaries of deities already described in Deities and Demigods (Like Tiamat or Loth, for example: Each gets a "Realms-specific" write up in Faiths and Pantheons - but the stats for each are only in Deities and Demigods). DMs looking for stats for Realms-only deities like Lovitar will NOT find them in this book (Lovitar's entry, like all the entries under "Other Deities," contains her Bio, History/Relationships, and Dogma.)
All in all, however - this book provides what it sets out to: provide a detailed and working pantheon to add to a Realms campaign. The descriptions are rich, the artwork is inspiring and the continuity of the setting is maintained while being enhanced. This is not a book for you if you don't use divine NPCs in your worlds, but if you do - this book will be essential.

19 of 21 people found the following review helpful.
Has its uses for Fans
By A Customer
The Fr line has put out another top notch book, hardback even. Instead of saying first what DID work, i want to point out some shortcoming to prospective buyers. This book assumes that you really need stats for the dieties, all the way down to their SKILLS and FEATS. I personally thought that was going too far, and was a major waste of space. But, the way the folks at Wizards have set things up, you could easily run a campaign with the PC's playing dieties, and you could have Helm clash with Umberlee and actually know exactly what they could or could not do in combat. Beyond that, the roleplaying aspects of controlling a diety take the game to new realms.
Anyway, a lot of the info is stuff old FR players have seen before. The 2nd edition Faiths and Avatars actually had tons of info that this book does not (and consequently print small enough to make your eyes bleed). If you have the old Faiths and Avatars, i suggest using it along with the Faiths and Pantheons to get the maximum impact (the older book had incredible detail about the clergy; the newer is scimpier in that regard).
The prestige classes are interesting, and the art in the book is overall very good, as other reviewers have noted. I like the Realms, but in my personal opinion there are too many dieties, and most of the information in these books i will never use, sad to say.
Overall, there isn't much bad about the book, assuming that you like the Realms in the first place. It is all the dieties you could ever want, or need, or use, but at least DM's and players have a lot of room to work with.

See all 23 customer reviews...

Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting), by Eric L. Boyd, Erik Mona PDF
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Jumat, 18 September 2015

> Free Ebook Races of Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Jesse Decker, Matthew Sernett, Keith Baker, Gwendolyn F.M

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Races of Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Jesse Decker, Matthew Sernett, Keith Baker, Gwendolyn F.M

A new D&D sourcebook detailing the major races of the Eberron™ world.

Races of Eberron™ provides Dungeons & Dragons® players and Dungeon Masters with an in-depth look at the new races of the Eberron Campaign Setting, including changelings, the kalashtar, shifters, and the warforged. The book includes extensive information on each race, plus new race-related feats, prestige classes, spells, and equipment. In addition, this book highlights the other major races of the Eberron world, including elves, dwarves, halflings, gnomes, half-elves, half-orcs, and drow.

AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone™ and Unearthed Arcana™. Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon® Magazine.
AUTHOR BIO: Matthew Sernett is the Editor-in-Chief of Dragon Magazine. He has written several roleplaying game books for Green Ronin and Wizards of the Coast, Inc. His recent credits include d20 Menace Manual™.
AUTHOR BIO: Keith Baker is the creator and co-author of the Eberron Campaign Setting. A foremost expert on the world of Eberron, he wrote Shadows of the Last War™ and co-authored Sharn: City of Towers™.
AUTHOR BIO: Gwendolyn F.M. Kestrel is a managing editor for Wizards of the Coast, Inc. In addition to editing several D&D books, she has co-authored Underdark™ and Planar Handbook™, for Wizards of the Coast, Inc.

  • Sales Rank: #351742 in Books
  • Published on: 2005-04-08
  • Released on: 2005-04-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.09" h x .64" w x 8.61" l,
  • Binding: Hardcover
  • 192 pages

About the Author
JESSE DECKER is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone™ and Unearthed Arcana™. Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon® Magazine.

MATTHEW SERNETT is the Editor-in-Chief of Dragon Magazine. He has written several roleplaying game books for Green Ronin and Wizards of the Coast, Inc. His recent credits include d20 Menace Manual™.

KEITH BAKER is the creator and co-author of the Eberron Campaign Setting. A foremost expert on the world of Eberron, he also wrote Shadows of the Last War™ and co-authored Sharn: City of Towers™.

GWENDOLYN F.M. KESTREL is a managing editor for Wizards of the Coast, Inc. In addition to editing several D&D books, she has also co-authored Underdark™ and Planar Handbook™, for Wizards of the Coast, Inc.

Most helpful customer reviews

38 of 41 people found the following review helpful.
An excellent book for any setting
By Michael D. Briggs
Despite being part of the "Races of" series, this is an Eberron book, but don't let that stop you from buying it because it does provide information on how to introduce these new races into other settings.

The new Eberron setting introduced several new concepts to D&D, including several new races and this book greatly expands upon them.

The Warforged are basically "fantasy robots", and as a living construct they are very different from the "normal" races of D&D. This chapter expands how this very young race lives day to day, their psychology, culture and rather short history.

Next we have Shifters, they are belived to be children of those infected with Lycanthropy (werewolves). As such, they inherit several bestial traits, and this book adds several new ones based on other types of lycanthropes.

The best chapter IMHO, is Changelings, the descendants of Dopplegangers that had infitrated Eberron in the past. There are three basic types of Changelings, Becomers: who maintain a bunch of alternate identites, Passers: Who try to live their life under one identity and Reality Seekers: Who live openly as a Changeling.

Lastly we have the Kalashtar, a psionic race who are actually two beings in one. If you are a fan of the Soul Knife class from the Expanded Psionic Handbook, you will love all the new feats and prestige classes introduced in this chapter.

My one and only complaint of these chapters is the lack of a "How to fight this race" sidebar. In the Eberron setting, you are not just going to be playing these races, you will be fighting them as well. How do you ID an Chageling in disguise?

The next chapter covers the basic races of D&D, but with as they exist in Eberron. If this book is truely considered part of the "Races of" series, it would have been nice if the new races in those books and the psionic races had been included here as well.

Next we have feats, prestige classes and racial substitution levels, and it does include Psionic & Tactical feats and Psionic substitution levels. The book ends with new spells, artificer infusions and psionic powers as well as magic items crafted for these races.

Overall, a very good book, even the matrerial that might not directly fit your world can be adapted to work quite easily.

20 of 23 people found the following review helpful.
Wizards has delivered another winner
By A Customer
Let me start with this: I haven't been totally thrilled with Wizards recently.The "complete" series of books suffered from boringness, and that could have been fixed with more editing. I was afraid that all the new supplements I got would be junk. Then I started to look at the Eberron campaign setting... 3 months later I am happily running and playing in an Eberron campaign. When the first page opened ofRaces of Eberron, I can tell you I was expecting a lot. The original campaign setting really delivered, and I was hoping for something equally as good. I didn't get it. I got something waaaaaaaaaaaay better. Every page, every page, was filled with new material that was PERFECT. I had a few gripes, but none of them took away from my enjoyment of the book.

A Rundown of the Chapters:

Chapter one:Warforged. As you probably know, Warforged are sentient constructs built for war. This chapter expands on themes presented in the Eberron campaign setting. How do warforged deal with being in society? Who is the Lord Of Blades, and what does he want? What wmotions to warforged have? What are their needs? You get the picture. Also, The "A day in the life" Section is great.

Chapter 2:Shifters

This chapter takes the normally awesome shifters to the stratosphere of cool.It gives new shifter traits, like one that lets you fly. Shifters may have seemed wild and stupid before, but with races of eberron thay are more like a tribal group close to nature, always adventuring. This chapter is awwsome.

Chapter 3: Changelings

This chapter says that all changelings have a behavioral type.

Passers, who take an identity of a non-changeling and live their whole life like that, Becomers, who live under many identities, and Reality seekers, who live in their real form and are constantly seeking for something called "the perfect form". The chapter then goes on to explain how each type feels on different topics.

Chapter 4: Kalashtar

This chapter mostly talks about how kalshtar live, how they fight the Dreaming Dark,and how they got their quori spirits. The chapter introduces a new side of the kalashtar: the warring kalashtar. This chapter is really interesting.

Chapter 5: Other Races

This chapter talks about the roles of the core races in eberron. This isn't the most exciting chapter, but it does talk about the Drow, and that was something much needed in eberron IMO (In My Opinion).

Chapter 6: Character Options

This is the best chapter of all. Awesome new feats (though they gave the warforged and shifter too many, and not enough to the changelings) , Cool new Racial Substitution levels (Lets you take a special level in a class that gives abilties designed for characters of a certain race), and that's all it needs to be the best part of the book.

Chapter 7: Prestige classes

This chapter contains 8 prestige classes, 2 for each race of Eberron. The prestige classes aren't that thrilling. 1 or 2 neat ones, and the just get bad from there. Take an example. The Reforged, a warforged that becomes more like a human. UGH.

Chapter Eight: Eqipment

This chapter has new armor (2 kinds) and a few new weapons. The magic items I saw weren't thrilling, except for the warforged components. Why give the warforged all the stuff? That has to be the biggest mistake in the whole book, or even the campaign setting.

Chapter 9: Magic and Psionics

This chapter is pathetic. I found only one interesting and/or good spell.

All in all, this is the best non-campaign setting book on the market,even if you don't play in Eberron (it gives sidebars on how to put the race in any campaign). Go buy it!!!!!

23 of 28 people found the following review helpful.
Thank God its Not Eberron!
By C. Fugate
I would preface this with saying that Races of Eberron is NOT part of the Eberron line of books. It is part of the Races of XXXX books, in the Generic line. While the material here is still useful to Eberron players, there's a good deal here that you will already know. And, taken as a generic Races of XXXX book, its pretty good. It is by no means the next Draconomicon, but it is easily the best of the Races books (which, considering that lines contains what is easily the WORST book WotC has ever published, Races of Destiny, isn't saying much).

However, as an Eberron book, it falls rather flat.

Much of the material in the book is rather uninspired (the exception being the chapter on the Kalashtar, which was personally written by Keith Baker, the setting designer himself), and some of it is downright contradictory to the material provided by the Eberron Campaign Setting book.

The PrC provided are generally pretty good, with the exception of the ReForged (a PrC centered around a WF losing it's armor plating and becoming more alive, essentially an anti-juggernaught, but without the cool factor).

And, perhaps most dissappointing, is that the non-new races (the PHB races) are royally shafted. Keith Baker has a series of excellent FREE articles on Wizard of the Coast's website that go into much more detail than this book does. If you want information on how to play an elf in Eberron, this book is going to be virtually useless to you. And perhaps worse yet, it devotes as many pages, if not more, to the Drow (a race that was specifically said to be unsuitable for play in Eberron) as it does the other non-warforged/changling/shifter/kalashtar races.

The magic section is generally acceptable, although there is an entire line of artificer infusions that, as per the rules for infusions in the ECS, are not even usable as they target specific sections of a fleshie body, and not an item or a construct. Several items also seem to be oddly done (such as low price items with caster level prereqs of lvl 15-20, which as a rule do not exist in the setting).

If you are brand new to the setting, or would like to use the four new Eberronian races in another game, this is a book you will find useful. If you are an Eberron fan that is looking for the next Sharn: City of Towers, don't waste your money on this one. You'll likely find it to be mediocre at best, and flat out wrong at worst.

IMO, the only thing that gives this book any saving grace, other than the Kalashtar section, is that it was not made part of the official Eberron line, so it is easy to dismiss anything you find in it as such.

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Kamis, 17 September 2015

^^ Download Ebook Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team

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Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team

D&D Dungeon Tiles 2 Arcane Corridors

  • Sales Rank: #1900071 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Dungeon Tiles
  • Published on: 2006-11-10
  • Released on: 2006-12-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.13" h x .50" w x 8.89" l, 1.30 pounds
  • Binding: Board book

Most helpful customer reviews

7 of 8 people found the following review helpful.
Very nice art Sturdy Stock
By Scott Stokes
I was not prepared for how thick and heavy these would be. They will last a long time.

The Art is excellent as well. The hallways and many other tiles have alternate uses on back side, so the GM can hide these way until it is to late for his players.

My only complaint is they don't interconnect and they slide around the table a bit. I don't know how this could be corrected and still keep everything tidy, so I am very happy.

S

4 of 4 people found the following review helpful.
Excellent
By K. Carnes
I had steered clear of these because I envisioned them to be like the thin tiles in the DMG. However, after reading the other review (thanks Scott Stokes :)) I decided to buy the first set. After opening the first set, I ordered the other two immediately. I haven't used them yet, because my group is off for a couple weeks but I'm sure they'll be a hit. They are very thick and durable. I would definitely recommend them to any DM who wants to add a little realism to their battles/minis.

2 of 2 people found the following review helpful.
Nondescript but very versatile
By Marshall Vaughan
Of all the WoTC tile sets this is the most generic.
This is good, because it's quite versatile. If you want regular square stone tiles in many shapes and sizes, this set will fit the bill without many of the distracting piles of bodies, vast chasms, or other descriptive scenery other tile sets have. On the other hand, it's kinda boring (the occasional magic glowy thing is on a tile, but mostly it's plain).

Star Wars Galaxy tiles fits the same bill for scifi.
If you want plain tiles, this set has the most of them.

See all 12 customer reviews...

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^^ Download Ebook Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team Doc

^^ Download Ebook Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team Doc

^^ Download Ebook Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team Doc
^^ Download Ebook Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) (No. 2), by Wizards Team Doc