Kamis, 15 Januari 2015

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The Last Days of Marilyn Monroe, by Donald H. Wolfe

With explosive new revelations concerning the National Security Matter" that led to the cover-up of her murder, The Last Days of Marilyn Monroe is a page-turning account of one of the most shocking crimes of the century. Donald H. Wolfe meticulously chronicles her final days, names the killer, documents the mode of death, and identifies those who orchestrated the cover-up. The pieces of the puzzle regarding Monroe's mysterious death finally lock in place with the testimony of the remaining two key witnesses who have come forward for the first time. Assistant District Attorney John Miner, present at the autopsy, reveals his secret interview with Dr. Ralph Greenson, Monroe's psychiatrist. He also explains why Marilyn Monroe was a homicide victim, and why he is calling for a new investigation and the exhumation of her body. Newly discovered CIA and FBI files document the dark secret in Marilyn's relationship with the Kennedys, the truth behind her break-up with the president, the shocking facts about the star's last weekend at Cal-Neva, and the many bizarre events that took place at Marilyn's home the day she died.

  • Sales Rank: #896382 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1998-11
  • Format: Abridged
  • Original language: English
  • Dimensions: 7.50" h x 4.50" w x .50" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

From Library Journal
Although the title clearly states that this program encompasses only the last days of Monroe's life, the listener will quickly notice that it reveals more than that. It is actually an overview of her distressed and enigmatic life and all the events that, in the author's opinion, led to her sudden death. Was it a suicide or a ruthless murder? Wolfe boldly wants to end our doubts and speculations and put the pieces of the puzzle together once and for all. And he does so painstakingly and intelligently, making the account believable and interesting from start to finish. William Atherton and Alyssa Bresnahan's fitting use of their acting skills enhance certain passages and contribute to the authenticity of the well- narrated and easy-to-follow story. There is also an unabridged set available from the same publisher (ISBN 0-7871-1807-9. $30), but owning this version is sufficient because it includes Wolfe's earnest attention to detail. Highly recommended.AMirela Roncevic, "Library Journal"
Copyright 1999 Reed Business Information, Inc.

From AudioFile
Was MM's suicide accident or murder? We may never know, and that's a boon for the publishing industry. Wolfe thinks he knows; MM was done in by the Kennedys to ensure her silence about affairs with Jack and Bobby. Bresnahan and Atherton share the job of chronicling the star's deprived childhood, struggles to become a respected actress, unhappy marriages and downward death spiral. Though both are accomplished actors, they appropriately keep the dramatics to a minimum. Atherton reads the "last days" parts and is good at injecting skepticism where he thinks it's warranted. Bresnahan covers most of MM's earlier life with clear diction and a hint of sympathy. However, Sheridan Morley's MARILYN MONROE is a more balanced and skilled biography. J.B.G. (c) AudioFile, Portland, Maine

Most helpful customer reviews

14 of 15 people found the following review helpful.
Thought-provoking
By A Customer
Mr. Wolfe's book is the best book on the death of Marilyn Monroe that I've ever read. Due to difficulties in determining what actually happened, we may never know the truth. However, Mr. Wolfe has presented a compelling explanation for Marilyn's death. Some of the unanswered questions raised by Mr. Wolfe's book could still be answered even today IF the powers that be in Los Angeles County would convene an inquest and take testimony under oath. ... Marilyn deserves better.

1 of 1 people found the following review helpful.
One of the best Hollywood biographies. Bobby killed our Marilyn.
By Peter Solari Photo
One of the best Hollywood biographies I read, and I read a lot. I live in Hollywood, and Donald Wolfe captures the locations beautifully, and I felt I lived Marilyn's life, sad, tragic, and wonderful. THE LAST DAYS OF MARILYN MONROE is thoroughly researched and everything backed up and supported. All the characters are researched and developed, and the running USA history explained right along with Marilyn's life. I couldn't put Wolfe's book down. I totally believe that Bobby Kennedy and his secret service men killed Marilyn, and everything was covered up and people paid off. But whatever goes around comes around, and the Kennedy boys shouldn't have brutalized and murdered one of heaven's creatures; God dealt out justice in the end.

7 of 7 people found the following review helpful.
The Last Days of Marilyn Monroe
By Melissa
This is the first book by Donald Wolfe that I have read. Excellent! This page turning book kept me wanting more. The detail of interviews that he takes you through is astonishing. I say "Bravo" to Mr.Wolfe on a book very well done! This book gave me information into Marilyn's death that I never knew about and her childhood. What a tragedy! I didn't want this book to end and I am looking forward to reading more of Mr.Wolf's books. Thank you!

See all 5 customer reviews...

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Minggu, 11 Januari 2015

** Free Ebook Amber and Ashes (Dragonlance: The Dark Disciple, Vol. 1) (v. 1), by Margaret Weis

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Amber and Ashes (Dragonlance: The Dark Disciple, Vol. 1) (v. 1), by Margaret Weis

The paperback edition of the new novel from New York Times bestselling
author Margaret Weis.

The paperback edition of the opening title in a new trilogy from Dragonlance
setting co-creator Margaret Weis takes up where the War of Souls series left off
with the central character Mina. While following her story, this new trilogy also explores the chaos that is post-war Krynn. This is Weis’s first solo trilogy in
the Dragonlance world.

AUTHOR BIO: MARGARET WEIS is the author of numerous Dragonlance novels, many of them co-written with Tracy Hickman or Don Perrin, including the New York Times best-selling War of Souls trilogy. She is also the author of The Soulforge and the Star of the Guardian novels and the designer of many Dragonlance roleplaying products, including the Dragonlance Campaign Setting.
Margaret’s latest title is Mistress of Dragons from Tor Books.

  • Sales Rank: #759508 in Books
  • Brand: Dragonlance - Novels Softcovers WOTC
  • Published on: 2005-07-01
  • Released on: 2005-06-28
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.87" h x 1.03" w x 4.19" l,
  • Binding: Mass Market Paperback
  • 352 pages
Features
  • Great product!

About the Author
MARGARET WEIS is the author of numerous Dragonlance novels, many of them co-written with Tracy Hickman or Don Perrin, including the New York Times best-selling War of Souls trilogy. She is also the author of The Soulforge and the Star of the Guardian novels and the designer of many Dragonlance role-playing products, including the Dragonlance Campaign Setting. Margaret's latest title is Mistress of Dragons from Tor Books.

Most helpful customer reviews

43 of 45 people found the following review helpful.
Entertaining but far from Engrossing
By Patrick
To be perfectly honest, I have mixed feelings about this book and if I were able would have given it 2 ½ stars. It is by no means a bad book. Then again, it isn't exactly a good book either. I'll try to explain.

I've read all of Weis and Hickman's Dragonlance books, as well as Weis' independent Soulforge and Brothers in Arms and thoroughly enjoyed them all. I made the decision early on not to read the Dragonlance novels published by other authors and frankly my hip pocket thanks me (I believe bookstores ought to instigate a breeding program to put a stop to the uncontrolled proliferation of these books). Yet I've always been excited when Weis and Hickman collaborated on a Dragonlance novel and Krynn is a wonderful place that I've always loved to return to.

Apart from cameos by Gerard and Mina's minotaur friend, this book does not make use of any of the characters from the War of Souls trilogy except for Mina and this was initially disappointing. While I never grew attached to them as I did the Heroes of the Lance, I did become fond of the characters from the War of Souls and had hoped to see more of them (those that survived anyway) in this book. And I suppose we may yet, this being the first in a trilogy and all. But this series is a continuation of Mina's story only and it appears a number of the heroes from the War of Souls have simply retired (is Solace a registered retirement village now?).

The second thing I found jarring about this book was the nature of the monks of Majere who I'm guessing were modelled on the Shaolin monks. I'm not sure I ever grew comfortable with the introduction of this new culture into the fantasy/medieval world of Krynn. It just never seemed to fit in this well-established setting.

Thirdly I found the characters spoke very colloquially at times which dragged me out of the story, and a good deal of the humour was inappropriate in its fantasy/medieval context. I haven't noticed it before in Weis' work, but I noticed it here. It's a minor thing, but it did get to me after a while.

And finally, I'm not sure I ever really understood where the story was going. Don't get me wrong, it is fairly clear by the end of the book what the protagonists are seeking to accomplish... it's just that there isn't any real structure to the novel. Some might find this refreshing. I just found it a little distracting.

I don't mean to sound entirely negative. This is not a bad book. Certainly Weis tells a good story and it's not that I didn't enjoy the book. It's good. It's just unfortunately not great. It lacks the high drama and perilous stakes of past Dragonlance novels. While the threat to the peoples of Krynn is great and seems insurmountable by the conclusion, I never really experienced it through the principle characters. I don't believe Weis succeeds in engaging us to the depth she has in her past works. Ultimately it is clear that Weis and Hickman are greater than the sum of their parts.

Amber and Ashes is entertaining but not engrossing. Read it and enjoy returning to Krynn.

Just don't expect it to be as satisfying a visit as last time.

9 of 9 people found the following review helpful.
Not one of the best DL Books
By Feyyaz Burak Baysal
Firstly I must say I'm not an native English Speaker. I enjoy reading Fantasy Literature and read almost every book by MW and TH in the Dragonlance Setting (also some other books from the same setting). I enjoy the writing style of Margaret Weis because it is fluent and let you immerse yourself in the story.

I must say, I agree with the "Sex Zombies" review. This book is clearly not about the stories of heroism, valor, sacrifice and magic. It has more an Forgotten Realms feeling and the frequent interaction between characters and gods make the appereance of the gods an usual event.

Still I can recommend this a book as an nice Summer reading. You won't regret reading this book, if you don't expect much from it.

13 of 15 people found the following review helpful.
What happened Margaret, you used to be good
By G. X.
Any dedicated DRAGONLANCE fan is probably going to buy this book regardless of the reviews written here. I started reading the Weis&Hickman books in March, and I loved every page of every book. Every three days I picked up a new one, having finished the one which came before it.

I finally reach the point where I have nothing left to read by the author except Amber and Ashes. I was a bit hesitant about buying the book, never to fond of Mina as a character concept. My hesitation was well placed so it seemed when I first opened the book. The typeface was horrible. Small and loopy, as if the whole book was written in itallic. The pages are wrought with typos and grammatical errors. The dialog is dull and does little to draw forth character personalities. I generally love the dialog in many of the other books, often finding myself laughing out loud at some of Tasslehoff's or Raistlin's interactions with their companions. In this book, the conversation leaves much to be desired. The conversation between Rhys and Nightshade or Mina and Chemosh does not lend itself well to anything other then predictableand hollow exchanges of dialog.

The characters are single-minded, especially Mina, who finds herself slave to a god yet again, though it is slightly different, in that she is more or less a sex slave, she is the same Mina, lacking always in the substance and personality department.

I cannot honestly say that I enjoyed this book. For all of you Chronicles and Chronicles related books fans, Amber and Ashes reads nothing like those novels. Perhaps the author should have thought twice before killing off all of her old characters or straying from spinoffs more closely related to the original group. It is dark and morbid, the first chapters reading like a soft core erotica novel.

I for one was disappointed.

See all 66 customer reviews...

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Sabtu, 10 Januari 2015

>> Ebook Download Dungeons & Dragons Dungeon Master's ScreenFrom Wizards of the Coast

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Dungeons & Dragons Dungeon Master's ScreenFrom Wizards of the Coast

Official Dungeon Master's screen for the 4th Edition Dungeons & Dragons® Roleplaying Game

This four-panel cardstock screen features new full-color artwork and allows Dungeon Masters to keep their campaign notes and die rolls private, without blocking their view of the game table. Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.

  • Sales Rank: #704419 in Books
  • Brand: Wizards of the Coast
  • Published on: 2008-08-19
  • Released on: 2008-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.82" h x .31" w x 8.56" l, .71 pounds
  • Binding: Board book
Features
  • Used Book in Good Condition

Most helpful customer reviews

42 of 42 people found the following review helpful.
Sturdy and useful, grab the errata online
By R. A. Toon
One thing I didn't realize until I got this screen is how thick it is. I'm used to heavy cardstock screens, but this one is built like the cover to a hardback book. Imagine a landscape (wide) oriented 4-panel screen built like the cover to your Player's Handbook and you're be spot on. It's even glossy.

On the downside, one of the panels is mostly wasted on things like XP charts which I'm unlikely to need in the middle of a game. I'd have preferred to see that panel used perhaps for summaries of area attack types (bursts, blasts, zones, etc.) Additionally, the default DC (Difficulty Class) for tasks in D&D4 has changed since publication, and this change didn't make it to the DM's screen. On the plus side, the errata is a nice printable .PDF you can cut out and paste on your screen. Won't be the first time I've had to do this (looking at my Call of Cthulhu Keeper's Screen.)

27 of 27 people found the following review helpful.
Best DM Screen ever!
By James T. Mcduffie
I was surprise when I first opened the packages for this DM screen, it's not just cardstock, it's the back of your players handbook cardstock. They said it would stop a dice being thrown and they were right!

The second benefit of it is all of the tables inside, and while I probably don't need the xp listings in the middle of a game, I do like how they have all of the status effects and standards DC checks all listed in a very easy to follow and find format. And while some people prefer the new DCs the errata has release (which did not make it onto this dm screen), personally I prefer the more difficult checks that were originally published (and are on my screen!).

Lastly the landscape format of the four panel wide screen is amazing, it makes it feel that your still apart of the table without cutting you off from your players. You can still see most of the dice rolls, and the action on the dungeon tiles (if you use them) without having to stand up every time something happens.

Overall, and by FAR, the BEST DM screen I have ever purchased, and for $9 it's a total steal!

That DM guy...

9 of 10 people found the following review helpful.
The best so far
By D. Shaffer
This is by far the best DM screen I have every seen. It breaks down all those little things that can happen during gaming and provides you with a basic description of what it does and where you can find it in the main rule books. The artwork isn't too bad either. If you game master, then you should get this screen for fourth edition!

See all 41 customer reviews...

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Senin, 05 Januari 2015

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Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement), by Jeff Grubb, Rich Redman, Steve Winter, Edward Bonny

Even Greater Threats Await!

As heroes grow in power, they seek out more formidable adversaries. Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign.

This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, Monster Manual II provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives.

To use this supplement, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.

  • Sales Rank: #429463 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Dungeon
  • Model: 92873
  • Published on: 2002-09-01
  • Released on: 2002-09-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .73" w x 8.34" l, 1.90 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Includes old favorites such as the death knight and the gem dragons
  • Includes all-new creatures such as the bronze serpent, thew effigy, and the fiendwurm
  • Includes updated and expanded monster creation rules

About the Author
Jeff Grubb is an award-winning game designer whose recent credits include the D&D accessory Manual of the Planes and the three Ice Age Cycle novels, set in the Magic: The Gathering (r) world. He lives in Washington State.

Rich Redman has written the Dark-Matter (tm) Arms & Equipment Guide and the D&D guidebook Defenders of the Faith. He lives in Washington State.

Steve Winter has worked on numerous products as editor, designer, developer, and manager. He lives in Washington State.

Ed Bonny has had many articles published in Dragon (r) magazine, including his well-received AD&D (r) Planescape (r) and Skills & Powers articles. He lives in New Jersey.

Most helpful customer reviews

46 of 48 people found the following review helpful.
Many improvements over MM 1
By Matthew Arieta
As a DM, monster books are definately one of my favorites kinds. I own quite a few of the d20 ones: Monster Manual 1, Monsters of Faerun, Monsternomicon, and the latest, Monster Manual 2.
So let's get into it.
First the good:
1) The whole first section of the book before we even get to the monsters is great. The authors explain the creature abilities, special abilities, attack routines, and monster advancement in a much more clear and concise way than MM 1. You understand exactly how improved grab works, right? And swallow whole does bite damage how many times? These things and more are now explained quite nicely.
2) If you're a big psionics fan as I am, MM 2 offers something new. They have rules for how to use the Psionics Handbook to make the MM 2 creatures with psionic powers (such as the thri-kreen) truly "psionic". They have spell to power conversions, what combat modes they'd get, etc. Very cool.
3) Monsters as playable classes. If a monster could potentially take class levels, there's information for ECL and preferred class. If the creature is psionic, it even further breaks down the information into psionic/non-psionic ECL.
4) High CR monsters. There's a lot of baddies in this book that will challenge mid-high level parties. I was a bit worried there would be nothing for lower level groups, but there's plenty of low CR mobs too.
5) Cool templates. You will like these... promise.
6) Old favorites from 1E and 2E done up with 3E stats. Welcome back the Myconids!
Now the bad:
1) Too many damn constructs. Yes I know it's hard to make a monster that challenges a high-level group, but it doesn't have to be a construct! Really the constructs are fine. They are neat. I just feel they could have diversified a bit more.
2) Recycled monsters. About 20% of the monsters are re-writes from other WotC products. If you already own the books from which the original creature came, these are not new to you. Still, it's nice to have them all in one source. No more looking through web enhancements for the gem dragons, and MotW for legendary animals.
If it wasn't for those 2 faults, MM2 would have gotten 5 stars, as it is, it gets a solid 4. Worth owning.

24 of 24 people found the following review helpful.
And here you thought you'd fought everything under the sun..
By Brad Smith
At long last, the second Monster Manual has appeared, to give DMs and players more opponents and allies for their D&D3 games. As stated in the pre-release material, it definitely focuses on the higher end of the CR scale...the highest CR is 28, if I recall correctly.
In this rather nice-looking book, you'll find many, many new and gently used monsters...all the way from the ash rat (a perpetually smokey rat who causes fires) to the phoenix (which, literally, cannot be killed if it has an action), and beyond. One entry I appreciated was the linnorms; in real life, a cryptozoological lizard from Scandinavia, but in D&D3, the most downright unpleasant types of dragons you'll run into...greedy, selfish, and downright meaner than the chromatics, though, thankfully, they don't age. Wizards has shown an interesting predilection for worms of late...first the Worm That Walks template from Epic-Level, and now the fiendwurm (the demonically-infused earthworm with a gate to Hell in its gut) and the psurlons, a race of intelligent earthworms.
Also included are some monsters who've appeared before. Most of the giants were in AD&D2, as was the banshee. In fact, it appears a great number of these are from the old out-of-print Dark Sun setting. There are a few monsters that have appeared in other 3e media...like the Legendary animals, first appearing in Masters of the wild, and the catoblepas, which just appeared in Dragon in September's issue (and is, itself, an update from earlier editions). The celestials (all two of them) appeared in Planescape, as did, undoubtedly, a number of the demons and devils as well.
Finally, to round out the specific creatures, they include new templates...such as the dreaded death knight (undead warrior), the tauric (two creatures together...like a centaur), the chimeric (a creature with additional goat and dragon heads), the spellstitched (magically-enhanced undead), the warbeast (a martially-trained animal), the creature of legend (so it's not a minotaur, but *the* Minotaur), and, finally, the half-golem.
On the whole, it's a very useful book. Lots of new creatures give the DM and the players added variety in their encounters. I especially like the kelvezu, an assassin demon. I wouldn't mind more ally-like creatures...more celestials would be welcome for cohorting and for GPA or GPB spells. However, my real concern is that a fair number of creatures have already appeared in print in 3e, and I'm vaguely unhappy about having to pay for them again. Of course, that's a minor concern, and it's still a book I'd recommend the DM purchase.

26 of 28 people found the following review helpful.
By the Numbers...
By A Customer
*Monster Manual 2* has 224 pages, 262 creatures, and 9 templates.
Its CR values: mean ~8.5, mode 5, median 8, low 1/4, high 28.
CR values of *MM1 3E* for comparison: mean ~5.4, mode 3, median 5, low 1/10, high 26.
It retials for $29.95, which is an average of $0.13 per page.
Overall, this text rounds out the D&D ecosystem fairly well, and its CR values are closer to the *Fiend Folio* than to *MM1*. The introduction features advancement rules and ability explanations that are superior to those found in *MM1 3E*. Unlike the *Fiend Folio*, there is no obvious focus in this collection; however, it is definitely not a book for games that attempt to develop humanoid cultures and conflicts--indeed, there are no "humanoid" types in the text at all, besides one template (there are, of course, a dozen "monstrous humanoid" types, and several outsiders that are essentially extraplanar monstrous humanoids).
Other developments include a good smattering of terrain-based creatures--more desert and swamp inhabitants (fans of the old Dark Sun setting will be pleased to see the return of the "braxat," the "dune stalker," the "sun giant," the "nightmare beast," the "thri-kreen," and the "rampager.") Also, a higher percentage of Colossal creatures and of Aquatic ones than in *MM1*.
The templates are generally good--standouts include the "Death Knight," the "Half-Golem," and the "Tauric" creature (a centaur-thing made of various humanoid and animal bits--very nice). The "Spellstitched" template is decent, though it conjures images of fireball-tossing skeletors from *Diablo*.
Noteworthy creatures--
1) Constructs--lot of good ones here: the "automatons," the "chain golem," the "clockwork horrors," the "juggurnaut," the "nimblewright," the "rogue eidolon," and the "runic guardian" are all first-rate. The "raggamoffyns" are an especially nice touch. and the golems proper are superb.
2) Undead--the best undead in the game are in this text: the "banshee," the "bone naga," the "corpse gatherer," the "crimson death," the "deathbringer," the "effigy," the "famine spirit," the "gravecrawler," the "jahi," the "ragewind," and the "spawn of kyuss"--that's the whole list, and they're all first rate--some tough CR, too.
3) Dragons--4 items here, all very very cool: the "gem dragons," the "fell drakes," the "linnorms," and the uber-badass "hellfire wyrm." These entries are probably worth the cover price by themselves.
4) Outsiders--plenty to go around:
--the "bladelings," to fill out Acheron's poltics a bit more
--2 more Celestials, both of the "guardinal" type, low CR
--8 more Demons (4 Tanar'ri), some with low CR
--3 more Devils (all Ba'atezu)
--3 more yugoloths (higher CR generally than those in *MotP* or *FF*)
--tons of "elemental" types (yeah, technically not "outsiders," but, hell, they are, really)
--and others, such as: 2 basic planetouched types ("zenythri" and "chaond"), much needed; the "rukarazyll," a bizarre aberration-thing; a few ethereal-things; and the "vaporighu," a brute from Gehenna.
5) some decent oozes (the "flesh jelly" rules), fey, plants (myconids! but the "orcwort" is good too), and so on.
6) a bizarre ape-fetish here. We have the "blood ape" (CR 6), the "cloaked ape" (CR 2), the "gambol" (CR 5), the "julajimus" (CR 12), and the "legendary ape" (CR 7). Why all the friggin' monkey-things? Don't we already have the "ape" proper, the "dire ape," and the "girallon" in *MM1*?
Ultimately, this is an all-around useful text, provided one wants to develop a game that is less humanoid-laden.

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Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement), by Jeff Grubb, Rich Redman, Steve Winter, Edward Bonny PDF
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^ Download Ebook Exile: The Dark Elf Trilogy, Part 2 (Forgotten Realms: The Legend of Drizzt, Book II), by R.A. Salvatore

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Exile: The Dark Elf Trilogy, Part 2 (Forgotten Realms: The Legend of Drizzt, Book II), by R.A. Salvatore

As I became a creature of the empty tunnels, survival became easier and more difficult all at once. I gained in the physical skills and experience necessary to live on. I could defeat almost anything that wandered into my chosen domain. It did not take me long, however, to discover one nemesis that I could neither defeat nor flee. It followed me wherever I went–indeed, the farther I ran, the more it closed in around me. My enemy was solitude, the interminable, incessant silence of hushed corridors.

–Drizzt Do’Urden


From the Paperback edition.

  • Sales Rank: #621411 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-05-01
  • Released on: 2004-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.45" h x 1.27" w x 6.55" l,
  • Binding: Hardcover
  • 333 pages
Features
  • Used Book in Good Condition

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

0 of 0 people found the following review helpful.
Great Overall Fantasy Book
By Allan Shimer
Great read. I am an oldschool Everquest player and this book brought me back to the days of getting lost in neriak! Nothing insanely ground breaking story but enjoyable none the less. The other aspect i really enjoy about the book is there is really just one main character. If you enjoy traditional dungeons and dragons fantasy with more linear story lines focused on a main character then i would definitely consider reading this

0 of 0 people found the following review helpful.
com/nebulaofbooks A perfect sequel to Homeland
By Jacob
Read my full review and others at Nebula of Books!
[...]
[...]

A perfect sequel to Homeland, this book actually is better than the first. Drizzt makes his way through the Underdark and brings us along for the ride. I'm addicted to this series!

0 of 0 people found the following review helpful.
Great Escape from Reality
By Jose Oregel
Salvatore does a great job of describing the Underdark making the reader feel as if they're in another world. The author can make one feel as if they've known the charactes for a long time. Great series to get into.

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Minggu, 04 Januari 2015

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  • Sales Rank: #14469880 in Books
  • Binding: Paperback

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Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by Andy Collins, Mike Mearls, Stephen Schubert, Eytan Bernstein, F

  • Sales Rank: #618122 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Sourcebooks
  • Published on: 2007-03-13
  • Released on: 2007-03-13
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .80" w x 8.57" l, 2.20 pounds
  • Binding: Hardcover
  • 224 pages

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106 of 112 people found the following review helpful.
The Mother Lode
By Ty Arthur
During the course of a dungeons and dragons campaign, the game can tend to stagnate for players as they gain levels and grow in power. When the challenges facing the characters increase, so too must their means of overcoming those challenges. This escalation of force leads to a boring trail of upgraded magical equipment. The +1 longsword that the party's fighter acquired at the second level of experience is replaced with a +2 longsword at level five, that ring of protection +1 found in the ogre's treasure hoard becomes a ring of protection +2, and so on. While most of the supplemental rule books that have been released for dungeons and dragons over the years have contained a pittance of unique or exotic magical items, most of these items usually are either campaign or theme specific, or focused on a small range of higher level characters. The problem of magic item stagnation has been handily defeated by the authors of the Magic Item Compendium (coincidentally, the problem of magic item stagnation in the D&D game was a challenge rating 12 encounter, so the authors all receive 1,400 experience points. Bruce Cordell probably gained a level). This new source book provides an exhaustive reference of magical equipment both new and old, covering every kind of item from rods, staffs, and books to armor, weapons, potions, and pendants.

The Magic Item Compendium provides a huge range of equipment for characters of every class, race, alignment, and level of experience. Special attention has been paid to inexpensive items that would be useful to lower level characters, which was a facet of the game that had been sorely lacking until now. The opening pages of Chapter One, Armor, and Chapter Two, Weapons, each contain several pages of magical properties that can be applied to any given weapon or suit of armor. These various properties alone will give a dungeon master enough magic item ideas to fill the biggest dungeon or the largest wizard's enclave. Many of these properties have been augmented from original printings to better balance them out against similar properties. Several of them have also been changed so that rather than adding a bonus of +1 to +5 to the items overall magical "level", they instead simply add an additional gold piece amount to the item's overall market price. This change was long overdue, as it now allows minor effects or abilities that don't increase damage or "to-hit" capabilities to be added to an item without artificially raising it's level, which is helpful as items have a maximum level of +5 or +10, depending on which version of the rules are being used.

Besides the magical properties that can be applied to items, the Magic Item Compendium has hundreds of specific named items, which actually comprises the bulk of the book. A few of these items use rules from the Eberron Campaign Setting or Magic of Incarnum source books, but the vast majority of the are campaign neutral and could easily be placed in any setting. The sheer variety of the items presented is almost mind boggling. Any given character, regardless of their class, alignment, or preferred weapon and armor combination, will find multiple magic items that their players will be salivating over. One of the most useful sections of the book is an extensive chapter on Tools, which are basically any item not expressly a weapon or armor. A good balance is struck between combat oriented tools such as the runestaff of frosts, non-combat oriented tools like the daylight pellet, and the "flavor" style items such as the everfull mug. A chapter is also devoted to fourteen different magic item sets, which are themed groupings of items that increase in power if the entire set is carried by one character.

The coup de grace that will destroy any question of whether or not the Magic Item Compendium is worth the money are the two appendixes and the artwork. The first appendix is an index of every item in the book, arranged by market price or overall level of the item, which allows a dungeon master to quickly locate an appropriate item for his group of adventurers. The index also gives a brief description of the item, its name, and the source book and page number it originally came from if it is a reprint. The second appendix is a set of tables for generating random magic items, arranged appropriately by level. The artwork is also uniformly outstanding throughout the book, and is liberally sprinkled through all of the 285 pages. While some art, such as the picture of the chromatic rod, has been reprinted from previous material, a surprising amount is newly created solely for this book.

The only problem with the Magic Item Compendium is that the dungeon master will probably overload the next adventure in his campaign with far too many new magic items. The players, of course, won't see this as a problem at all.

32 of 32 people found the following review helpful.
Crunchy
By William Kerney
This book makes up for the lack of "crunchy bits" in a lot of recent D&D book publications. In other words, they publish a 300 page book, like Cityscape, of which perhaps 10 pages are prestige classes, feats, etc. The rest is fluff.

The MIC, on the other hand, is 100% crunchy bits. Hundreds of pages of magic items, tables, and rules on using the magic items. The book fills in a pretty major need in D&D, which is that: 1) Low level characters generally couldn't afford magic items, and 2) That a few magic items in every slot generally overshadowed all the others. In response to this, about 75% of the new magic items are low level items, things that usually have limited scope or charges per day, but are still useful. For example, 1,000gp buys you a headband that makes you immune to the fire effect of prismatic sprays (limited scope) and deals 1d6 fire damage as a swift action three times per day (limited charges). Overall, a pretty solid item for 1,000gp. At the level at which you can afford it, the extra 3d6 damage is nice, and the immunity to the fire effect of a prismatic spray still makes it useful, in a niche sort of way, later on in an adventurer's career.

OTOH, since I generally tend to play high level D&D, it was lacking in high level gear, but with all the new weapon enhancements and such, it's possible to build your own 200,000 weapon that does just what you want it to do.

Overall, a great buy for all D&D players, and, unlike the Spell Compendium, isn't just a pure reprint book, but has tons of new material.

39 of 41 people found the following review helpful.
Magic magic everywhere
By R. Howell
What is it with Wizards of the Coast? Books are squeezed out of the printing press so fast that many of them lack any real substance or usefulness... BUT every once in a while, they put out a truly fantastic book. I've reviewed numerous books, including Monster Manuals, Complete ..., PHB2, and Spell Compendium. I haven't always been nice but I love the Spell Compendium and now I can say I love the Magic Items Compendium. This is literally a treasure trove of goodies that you can deal out without sticking to the +1 type of weapon or armor, or other general magic item from the DMG which any player generally knows just what it does. In here is a virtual plethora of wonderful items that have side abilities rather than increasing the 'to hit' effect. There's just so much it's hard to pick out some of the best items such as Belt of One Mighty Blow, Ring of Nine Lives, or Domain Draughts just to name three. The final appendix is fantastic in the it breaks the items into the "where it's worn" table with quick reference descriptions. Also, on the last page is a copyable page with a silhouette of 'your character' with reference boxes as to what items you have donned [head, face, shoulders, throat, torso, arms, hands, legs, feet, and rings](when you see it you'll understand what I mean). This is a great tool for players to give to their DMs to avoid confusion and arguments as to what they are wearing and when.

The artwork is superb. However, my only gripe is that the artwork is spread throughout the book in no real order. Such as, you could be in the "rings" section and the artwork is for some bracers or gloves (that's not exact but you should catch my drift). The art is great but isn't necessarily on the same page as the actual item it is portraying. The items are alphabetized and possibly could have been organized into a 'where it's worn' chapters instead.

Overall, of the WotC books being published, this and the Spell Compendium are the jewels in the junk. Absolutely worth getting for your game.

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