Rabu, 15 April 2015

^ Ebook Free Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb

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Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb



Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb

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Player's Handbook 3: A 4th Edition D&D Core Rulebook, by Mike Mearls, Rob Heinsoo, Robert J. Schwalb

Rules for psionic, divine, and primal heroes.

Player’s Handbook® 3 expands the range of options available to D&D® players with new classes, races, powers, and other material.

This book builds on the array of classes and races presented in the Player’s Handbook and Player’s Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player’s Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.

  • Sales Rank: #152791 in Books
  • Brand: Wizards of the Coast
  • Model: 25124
  • Published on: 2010-03-16
  • Released on: 2010-03-16
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .60" w x 8.59" l, 1.85 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Manufacturer: Wizards of the Coast / Designer: Robert J Schwalb

About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a "New York Times" best-selling author of the Forgotten Realms(R) novel "Condemnation," His previous design credits include the "Tome of Battle: The Book of Nine Swords"TM supplement, "The Forge of Fury" adventure, and the "Red Hand of Doom"TM adventure.
MIKE MEARLS is the lead developer for the Dungeons & Dragons(R) game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the "Tome of Battle: The Book of Nine Swords"TM supplement and "The Shattered Gates of Slaughtergarde"TM adventure.

ROB HEINSOO is a Senior Game Designer at Wizards of the Coast, Inc. He co-wrote the "Forgotten Realms"(R) "Campaign Setting," worked on several sets for the "Dungeons & Dragons"" Miniatures Game," and designed the popular "Three-Dragon Ante"(TM) card game.

ROBERT J. SCHWALB is a staff designer and developer for Green Ronin Publishing. His design credits for Wizards include the "Player's Handbook"(TM) "II," "Tome of Magic"(TM), and "Fiendish Codex II: Tyrants of the Nine Hells"(TM) supplements. Robert lives in Tennessee with his patient wife and pride of cats.

Most helpful customer reviews

89 of 93 people found the following review helpful.
Great Ideas
By TheScientistDM
The Player's Handbook 3 is Wizards of the Coast's latest Dungeons and Dragons player supplement. Like the Player's Handbook 2, it introduces the player to new classes, races, feats, items, and character generation rules. While these rules are well-implemented and generally thoughtful in concept, a few oversights decrease the book's overall quality.

The PH3 adds the long-awaited Psionic power source to the player's arsenal, and this new resource is very different from the past 4e power sources. Every role is filled, and the overall game mechanics are changed notably by three of these classes in order to provide a unique play experience. Instead of gaining encounter powers, Ardents, Battleminds, and Psions gain power points, a per-encounter resource that can be used to augment many of their daily powers, replaceable at-will powers, and even item powers. These augments might change the range, damage, or control effects of a given power. While it may take a while to fully understand the balance implications of these revisions, at first glance this mechanic appears fresh and useful.

To complement the new classes, WotC included four races for player use. The Githzerai, Minotaur, Shardmind, and Wilden are all in this source book, and are given PH2 style racial paragon paths. These races fit the new classes well, and as usual grant the player a +2 to two ability scores. The twist is that, in all cases, the player is given a choice between two ability scores to increase. For example, the Shardmind always receives a +2 to Intelligence, but the player can choose between Wisdom and Charisma as a second ability score bonus. This flexibility increases the player's control over the character and provides more possible variety in the race roster.

In terms of feats, items, and skills, it appears that the PH3 has the usual fare, with one notable exception. Skill powers allow players to swap utility powers for new powers that correspond to trained skills. This new option is flavorful and makes your character's skills more useful both in and out of combat. As usual, expect to find interesting new items and feats that work well with the new classes and races.

Perhaps the most far-reaching development in the PH3 is the addition of Hybrid class rules. These rules allow an effective combination of character classes starting from level one, and result in more of a 50/50 split between the 2 classes than the PH1's multiclass rules. Every class is given a hybrid write up (features only, so you still need another source for powers), and the player is given rules for picking two of these write ups and combining them into one class. Many notable class features are lost, but some can be regained through the Hybrid Talent feat and more powers and features can be gained by forgoing a Paragon Path (much like Paragon Multiclassing). Hybrid rules do not stop a player from multiclassing into a third class, and this feature could result in some truly interesting three-class characters. Indeed, these rules will strongly affect every player supplement released in this edition of D&D, as every new class and class feature will need a hybrid version printed to be compatible with this rule.

Finally, I have a few critiques to note. First, as I read, I ran into many powers and class features that are not well-edited. The Battlemind in particular may have real problems if the DM does not allow for some slight rule flexibility to make his features work as the rules clearly intend (if you are curious about a lot of these issues, I encourage you to check out the D&D forums). Second, a major inconsistency really bothered me. The Monk, a psionic striker in this edition, does not follow the power point rules that every other psionic class follows. While the Monk has its own interesting mechanics, it could have easily fallen under the martial source given its nature, and it's very disappointing to me that no striker exists that uses power points. Third, and probably most important, the Runepriest and the Seeker feel like filler classes. While they may be robust and interesting in terms of gameplay, they do not fit the psionic mold of the book, and unlike the PH2, the PH3 only adds six classes. These strange new divine and primal additions simply feel out of place, and I think the PH2's approach of adding four classes from one source and two from two others made it a better read.

The PH3 is a buy for players who enjoy D&D and want psionic options, or even for those who just care about hybrid rules. The new player options are plentiful and are sufficiently different from past material that a simple reflavoring of other power sources will not do psionics or hybrid rules justice. A few implementation problems keep these great ideas from perfection, but I certainly hope WotC continues in this general direction for future supplements.

30 of 31 people found the following review helpful.
Very cool new classes and powers but not for beginners.
By Maurice G. Tousignant
Summary:
Like Player's Handbook 2, PHB three offers a wide variety of new character options. There are 4 new races, 6 new classes, prestige classes to go with these, 6 new Epic destinies, a slew of new feats and a bunch of Magic items. New to PHB3 are rules for Hybrid Characters and Skill Powers.

The new races are Githzerai, Minotaurs, Shardminds and Wilden. The Shardminds have to be the oddest race released so far for any edition. They are made up of living crystal that shattered off of the gate to The Far Realm. Odd just odd. The Wilden remind me of Dryad's from Warhammer Fantasy as they can take on different aspects based on the seasons. The Githzerai and Minotaurs are old races that it's nice to see get the 4e treatment.

The new classes are Ardent, Battlemind, Monk, Psion, Runepriest and Seeker. Most of these are psionic classes and full rules for how psionics work are included. Basically you get a set of power points that renew each short rest. You use these to improve your powers (augment). Instead of getting encounter powers your at-will powers have 3 different power levels each, a basic 0 cost version and then versions that cost 1 or more power points. It's an interesting change from the old Psi point system to be sure.

The new psionic classes are the Ardent, Battlmind and Psion. The Ardent is a psionic leader. The Battlemind a psionic Defender. The Psion is a psionic controller and has many of the powers from the orgiinal psionic handbooks (Id insinuation ring a bell?).

The Monk has a psionic power source but doesn't use powerpoints. At first I thought this was odd but then when you think of a Martial Artists focusing of Ki it actually does fit the psionic theme. Monks are quite a bit different from previous editions but do keep their mobility and things like Flurry of Blows.

Two non-psionic classes fill the last two spots. The Runepriest is a Divine Leader and the Seeker is a Primal Controller.

Hybrid character rules allow players to make what would have been a dual class character from previous editions. This is more in depth and more of a mix of two classes then the previous multiclass rues where you used a feat and got to select some powers from another class. These rules fully integrate two classes into one new class. Basically there is a hybrid version of each character class that gives you so many hit points, specific skill training, proficiencies, defense bonuses and powers. You chose two of these and combine the powers, bonuses and abilities from both. There are also suggestions on how to make an effective hybrid character.

The chapter on skill powers gives all characters of all races and classes new options. Skill powers are utility powers that you can take when you would normally gain a utility power for your class. These are all based on being trained in specific skills and allow you options based on that training. There are multiple levels of power for each possible skill. There also is also a feat in the feat section of the book that lets you take a skill power without using up one of your 'class based' utility slots.

Next you will find a ton of new Feats, most of which are specific to the races and classes in this book. Feats are followed by new magic items. What's interesting here are the new Ki Focuses and Rune powers which are totally new types for this book. There are some new expendable items as well. Also included are enhanced implements. These rules compliment the rules for special weapons and armour released in previous books (e.g. Adamantine Armour)

A summary of how to read a power finishes the books. There are some rule updates in here as well mostly dealing with Implements and Weapons as Implements.

The Good:
I love the Skill Powers section! There are so many great character options here and they are open to any character of any race and class. They give some great alternative powers to the ones offered by the classes. They also really let you compensate for a characters weaknesses or even more so a parties weakness. For example: if you have no Leader in the group but you have characters trained in Heal, then have everyone train on the Heal Skill Powers Healers Gift and Physician's Cure. The Endurance Skill Powers are especially juicy finally giving reason for characters to train in what was an undervalued skill.

The new classes, at least the ones I have played or played with are really great. They really offer a lot of options and combos on the battlefield. I personally love my Ardent that I put through Dungeons and Dragons encounters. I really liked all the reactive things I could do and the buffs I provided the party as long as they stayed close. I'm also a real fan of the Monk, I've played with two different players playing Monks and they have impressed me each time. I really like the way the Runepriest works as well getting two options an aggressive one and a defensive one with most powers really open up the options. If Darksun wasn't the next encounters campaign I would be trying out a Runepriest.

The Bad:
All of the included classes are more complex then the base PHB classes and are more suited to experienced players. All of them have a lot of options in their powers and most give a wide range of temporary buffs and de-buffs that need to be tracked. This is great for players who want more options but I suggest avoiding these classes for new players.

I'm not sold on the Shardmind. It's just too odd. A living piece of a shattered gate bent on destroying Aberrant creatures. The whole 'every shardmind has a different view on how to fight the abyss' thing seems forced and a cop out for why they don't just all get together and fix the gate. This seemed to me to be a race better suited to Dragon Magazine then a core rulebook.

I did not like the way the rules changes were just there mixed in with all the re-stating of existing rules in the 'how to read a power' section. It would have been nice to highlight where rules have been enhanced or clarified. I almost skipped over this section except for the fact that I knew ahead of time that there were some rule changes.

The Ugly:
I'm not a fan of the Hybrid rules. This seems like something WotC put in because fans wanted to play their old Fighter/Thief from previous editions. It just doesn't seem to mesh well with the other class rules and seems like it could be widely unbalancing in both making characters too weak and too powerful. I had no problem with the feat based multiclass rules and think they sufficed. Not that I should be complaining that a company is catering to their fans but these rules seem unneeded by 4th edition.

Overall:
I know it looks like I had more bad to say then good this time around but that's not the case with my overall impression of this book. The new races are cool enough (except for the Shardmind which is just too weird) but the new classes are excellent. I really like the way psionics are handled and I like what they did with the old favorrite The Monk. The rules on Skill Powers really top this one off as a great book. I personally don't like the Hybrid rules but I'm sure there are gamers out there that have been waiting for these rules since 4e was released. A word of warning for new players though, these new classes are quite a bit more complex then the basic ones in the PHB and I recommend skipping this book until at least your second character.

11 of 14 people found the following review helpful.
Growing your game
By J. D. Nava Ortega
As usual, Wizards of the Coast has released another book with more fully-playable races and new classes for Dungeons & Dragons. There's nothing really different, except for the Hybrid character options that allows to combine classes to make a more sophisticated PC that can sustain one or two of the roles of each class, or at least change its aproach to its primary role.
Something that seems very interesting is the introduction of Skill Powers, which represent specific ways of using one of the skills your character have in form of in-combat powers. This seems like a nice way to increase your hability roster, besides giving options that enrich greatly your role-playing during combats.
There are, however, some flaws on this book. The races featured are the Minotaur, the Githzerai, the Wilden and the Shardmind. These Shardgminds and Wilden are new races, and I do find them interesting both. However, why did they choose the Githzerai and the Minotaur? I'm not complaining, but of the great array of creatures that D&D has featured along four editions, a larger selection could have been presented in the book. Why the Minotaurs and Githzerai, then? Why not the Gnoll (also explored thoroughly in Dragon Magazine), or the Aasimar from past editions? Why not all six, to say something, or another six?
The classes in this book are all nice; however, some of them are more appealing than others. The Monk (striker) and the Psion (controller) are, I believe, the main course in the book, but also the Runepriest has a certain charm, being a Divine Leader that uses runes to achieve its goals. The Seeker is a controller-role version of a Ranger, or at least it feels like it, and the Battlemind is a Psionic Fighter/Paladin. The Ardent is a Psionic Leader, but the concept itself is kind of blurry. It senses and enhaces emotions, or something like that.
I have little more to say... more feats, more items... the Psionic powers are played in a different way (augmenting At-Will's instead of using Encounter's). This is a nice book. Maybe not all of the stuff will be as good as the Monk or the Psion, and you may feel the same thing I do about the races, but don't worry. I'm positive there will be another Player's Handbook in a few months.

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Senin, 13 April 2015

# Get Free Ebook Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III), by R.A. Salvatore

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Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III), by R.A. Salvatore

Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III), by R.A. Salvatore



Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III), by R.A. Salvatore

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Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III), by R.A. Salvatore

Now in paperback, the third installment in the classic tales of the Legend of Drizzt. When a lone drow emerges from the Underdark into the blinding light of day, the Forgotten Realms world will be changed forever.


From the Paperback edition.

  • Sales Rank: #1155678 in Books
  • Published on: 2004-12-01
  • Released on: 2004-12-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.40" h x 1.30" w x 6.40" l,
  • Binding: Hardcover
  • 352 pages

From the Back Cover
Here for the first time in one volume is R.A. Salvatore's The Dark Elf trilogy, the stirring epic that recounts the tortured beginnings and early struggles of Drizzt Do'Urden, one of the most beloved characters of the Forgotten Realms setting.

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

9 of 9 people found the following review helpful.
Powerful Conclusion
By rzaster
R.A. Salvatore here brings his superb "Dark Elf Trilogy" to a close. This novel is without a doubt the best of the series. This novel is different from "Homeland" and "Exile" in that it takes place out of the Underdark, on the surface of the world. Because of this Salvatore's writing is explored in a new way as he describes the nature and surroundings around the main character, Drizzt Do'Urden, where in the first two books of the series Salvatore's descriptions were not as used as they were in this novel.
Drizzt has reached the world beyond the Underdark, which turns out to be an interesting place for Drizzt. From the beginning of the book when Drizzt is spotted he is thought to be a villain with the intention of making the world a bad place. Drizzt is accused as the murderer of a whole family and is being chased by a ranger, Roddy McGristle. Meanwhile, the orcs are considering Drizzt a threat and are about to make war against him. While Drizzt is out in the wild of the worlds he meets Montolio (or Mooshie) who is a ranger. Montolio teaches Drizzt history and skills to survive in the world and shows Drizzt how he is really a ranger. Montolio is a great friend and advisor. Together Drizzt and Montolio battle an army of orcs. This is not the end of the story as there is much to be told by Salvatore, but I won't tell you about that; go ahead and read the book.
This book is not a clone of J.R.R. Tolkien's works as it offers an original plot and great characters. This book does, however, include many of fantasy's creatures, such as orcs, goblins, dwarves, giants, and much more. You get the idea. This didn't bother me, though, as all of the creatures took on interesting characters.
Not many trilogies in the fantasy genre have kept me as entertained, as moved, and full of wonder as R.A. Salvatore's "Dark Elf Trilogy." To get the full impact of the story that is told here I advise you to go ahead and read the first two books of this trilogy before getting on to this one. This is a fantasy novel to read over and over again.
Happy Reading!

12 of 13 people found the following review helpful.
All I can say is WOW!
By Burrow Warden Belwar
I started this series a couple of years back when I picked up Homeland, book one of the series in paperback. At that point I became a Salvatore and Drizzt fan. I've read all the books up to 1000 Orcs and I can tell you this, I can't put one of his books down. They are indeed very good. Meeting the man in person was a special bonus. He is very kind and likes to put names to faces. I talked with him on and off on his message board at rasalvatore.com and when I met him and told him my handle on the board he immediately knew me. I would recommend this book and series to anyone reading fantasy or anyone wanting to start reading fantasy. You'll get hooked. I did.

14 of 17 people found the following review helpful.
A Great Fantasy Epic
By Anonymous
This has got to be one of my all-time favorite books. If you're a big fantasy buff, and have read any other works of R.A. Salvatore, this is a must read. A lot of people really enjoyed the character Drizzt from the Icewind Dale trilogies, and this three part epic compiles everything that ever happened to him before you first met him in the earlier book. The characters beside Drizzt are amazing and dynamic, bringing their own unique touch to the story. This book is suitable for anyone over the age of ten, yet isn't a kid's novel. The world Salvatore creates in The Dark Elf Trilogies is fantastic, and quite immense also. Ranging from the delving caverns of the Underdark to the over world, the setting plays a major role in the story, just like in other fantasy books, except more so in this one. This book is loaded with detail, and the plot will be sure to keep the reader wondering what's going to happen next. Some parts may seem a bit predictable, but they aren't as important as the major events. Overall, this has got to be one of the best fantasy books I have ever read, and I personally enjoy it more than the Lord of the Rings and other epics. I definitely recommend to anyone interested in the fantasy genre to read this book, otherwise you'll be missing out on a great opportunity.

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Minggu, 12 April 2015

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Star Wars Miniatures AT-At Imperial Walker Colossal Pack (1 Colossal Figure & Battle Grid), by Wizards Team

The first ever colossal miniature for the Star Wars Miniatures game.
 

The AT-AT Walker, a legendary and recognizable Star Wars “character”, will be the largest Star Wars Miniature created by Wizards of the Coast. Over 12 inches tall, this figure could be pivotal in defeating an opponent’s rebel army. This miniature will be highly sought after by both collectors and players. The package components consist of a 2-sided battle grid, damage counters, and an 8-page scenario booklet.  

  • Sales Rank: #2034559 in Books
  • Brand: Star Wars
  • Model: 967870000
  • Published on: 2005
  • Released on: 2005-11-01
  • Number of items: 1
  • Dimensions: 18.10" h x 5.00" w x 14.90" l, 3.72 pounds
  • Binding: Misc. Supplies

Most helpful customer reviews

9 of 10 people found the following review helpful.
AWESOME and HUGE!!! Only 1 complaint...
By Goalie Man
*STAR WARS Miniatures "AT-AT Walker" COLOSSAL PACK*

This Imperial AT-AT Walker stands 13" tall. I was suprised after measuring it that it was only that tall. It seems much taller. I absolutely love the detail and the shading/battle worn look. It makes an awesome addition to my collection(almost my favorite piece).

My only complaint is it's NOT poseable. I so badly want to tweak the legs and head to put it in my favorite position, but sadly I cannot. That's the only reason I took off 1 star. It's a minor complaint since it's so neat and for the price it really can't be beat.

I'd also like to praise Amazon.com. I received this in 4 days after I ordered it through them(that's including the weekend). I highly recommend going straight through them. However be warned, if you're not wanting to open it I must tell you that mine was. It was re-taped to look as though it had never been opened. I don't know if Amazon did it or if it was returned and the buyer did it. Fortunately for me I'm not the kind of collector that wants virgin boxes. I just take the figure out and display it anyway. I'm sure it was a return and probably a rare situation for Amazon.

The price is right and shipping was low, too. This will easily be a highly sought after collector's item. Jump on it now while the price is low.

2 of 2 people found the following review helpful.
Excellent
By John M. Desalvo
This is a very nice miniature to have even if you don't play the miniatures game.

1 of 1 people found the following review helpful.
AT-AT review
By T. Fatland
The AT-AT is a must have for any Star Wars Miniatures Fan. This thing is huge! It is highly detailed, and is made of rigid plastic so it is much more durable than the standard mini. I am very pleased.

See all 5 customer reviews...

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Sabtu, 11 April 2015

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In 1974, the world changed forever when Gary Gygax introduced the DnD role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today.

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  • Sales Rank: #388172 in Books
  • Brand: Wizards of the Coast Games
  • Published on: 2012-07-17
  • Original language: English
  • Dimensions: 11.14" h x .51" w x 8.62" l, 1.29 pounds
  • Binding: Hardcover
  • 128 pages
Features
  • Core Rulebook
  • Manufacturer: Wizards of the Coast

Most helpful customer reviews

18 of 20 people found the following review helpful.
A Blast from the Past...
By The Last Hobbit
This was my first experience with D&D, and over thirty years later, I have to say even if I can never convince a group to roll up a few Gnome Illusionists or Half-Orc Assassins, just turning these pages brings me joy. The book is high quality, with gold, guilded edges, a ribbon bookmark and high quality gloss interior pages. It seems pricey with a retail of almost $35.00 for the Player's Handbook and Monster Manual and $45 for the Dungeon Master's Guide, but the investment was well worth it - even if just for the nostalgia factor.

This book is word for word, page for page, a reprint of the 1st Edition AD&D Monster Manual. So, if you're looking for new material for a classic game, I would advise you to look elsewhere, but if you remember the days of joyously calculating your Armor Class, making your Find & Remove Traps rolls, or making clutching your crayon colored twenty-sided die with trembling hand as you make that all-important Save vs. Death, these are the books for you.

11 of 11 people found the following review helpful.
Ruminations from an Aging DM
By Physical Science Guy
I remember when the Monster Manual (MM) 1st hit the open market. I was almost 17...it was a long awaited book.

When Wizards of the Coast made public their intent to bring back the 1st edition core books of Advanced D&D; it was a great moment. To do this in honor of its creator the late E. Gary Gygax (E.G.G.) is amazing and much appreciated by the fraturnity of gamers that well remember those 1st days of the RPG systems.

The Monster Manual that I received is very high quality. This solid book is well bound and will definately last far longer then the original publications from the 70's and 80's. It is simply a quality product.

If you used to play the game...back in the day; thumbing through these pages are a welcome stroll down memory lane. It will not disappoint.

22 of 27 people found the following review helpful.
The brilliant component that made D&D happen
By Matt Hetling
More than the Dungeon Master's Guide, more than the Player's Handbook, this book is what made D&D the gaming force that it was for over a decade.

A complete listing of monsters for use in the game, the book ensured that every DM could craft an adventure that had new and exciting monsters to be vanquished, and the special powers peculiar to some creatures suggested story lines that were ripe for the picking.

This also set up for the first time a way to rate the strengths of various mythological creatures against each other. Can a Troll kill an Orc? Can a Dragon defeat a Water Elemental? How many Goblins does it take to make a fair fight against a Pegasus? Gygax carefully considered these questions and gave us a version of familiar fantasy figures that was grounded in concrete numbers.

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But the value of this book can't be overrated by a would-be fantasy gamer. The encyclopedic format opened the world of fantasy gaming to a world that was vast enough to include a universe of varied creatures, but cohesive enough to be thought of as a single reality.

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Jumat, 10 April 2015

> PDF Ebook Sea of Swords: The Legend of Drizzt, Book XIII, by R.A. Salvatore

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Sea of Swords: The Legend of Drizzt, Book XIII, by R.A. Salvatore

The Legend of Drizzt(R) comes to an end . . . For now!

The mighty warhammer Aegis-fang has found its way into the hands of the wicked pirate captain Sheila Kree, and Wulfgar is hot on her trail. When Drizzt and his companions leave Mithral Hall in search of Wulfgar, they find themselves on the trail of the warhammer as well, a trail that will lead them to a startling reunion, and the last battle for the heart and soul of Wulfgar.

  • Sales Rank: #225431 in Books
  • Brand: Wizards of the Coast
  • Published on: 2009-06-02
  • Released on: 2009-06-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.88" h x 1.09" w x 4.15" l, .44 pounds
  • Binding: Mass Market Paperback
  • 416 pages

From Publishers Weekly
Elf ranger Drizzt Do'Urden and his gifted warriors go in search of a missing member of their own band in this latest fast-moving fantasy adventure from bestseller Salvatore (Servant of the Shard, etc.). In the previous episode of the Paths of Darkness series (of the Forgotten Realms umbrella series), Wulfgar the barbarian fought a demon, was possessed and supposedly killed. Now it turns out that not only is he alive but he is in need of the type of assistance at which his friends excel. Getting to Wulfgar and aiding him in his quest for Aegis-fang, his warhammer, is only part of the fun. Drizzt Do'Urden, along with Cattie-Brie, a dwarf named Bruenor Battlehammer and Regis the Halfling, often have to battle the obligatory orcs, goblins and ogres on their way to the real business at hand. A second plot involves the stalking of Drizzt Do'Urden by Le'Lorinel, a Moon elf (or pale elf, whereas Drizzt is a Drow or dark elf). The author combines some of the good versus evil of Robin Hood and his merry men, the campy heroics and friendship of The Princess Bride (including an appearance of dread pirate Sheila Kree) and a rather unfulfilled stab at race relations with Le'Lorinel's unhinged hatred for Drizzt Do'Urden. As this is the fourth novel in the subseries of a larger series, it is not for the uninitiated. Long-awaited by Salvatore's legions of fans, however, this book is as certain as its predecessors to climb bestseller charts. 10-city author tour.

Copyright 2001 Cahners Business Information, Inc.

About the Author
R.A. Salvatore has spent so many years winding himself into fantasy worlds that he's still tyring to figure out how to unwind. He is the author of more than forty novels and more than a dozen New York Times best sellers, including The Two Swords, which debuted at or near the top of many best seller lists.


From the Hardcover edition.

Most helpful customer reviews

35 of 37 people found the following review helpful.
Good read, Not Salvatore's Best
By Kate
Salvatore brings back everyone's favorite Dark Elf for another installment of the Paths of Darkness series. The book itself was a fast read, as are most of Salvatore's works, but it left me wanting a bit.
To his credit, the author resolved and wrapped up many hanging treads left throughout the series.
The characterization of the pirates was wonderful, but the opponent Salvatore lined up for Drizzt came of as a shadow of Entrari. I felt that he could have completely left this character out or developed someone within the pirate crew to cover the need for a dramatic closing fight (Salvatore's greatest strength).
If Salvatore continues to write books with the Heroes of Mithiril Hall (which I pray he does), I look forward to seeing who or what he comes up with to challenge the party.
Bottom Line: A good book, and worth the wait. Even Salvatore's B work is better than 90% of the rambling epics on the fantasy market.

0 of 0 people found the following review helpful.
Amazing
By Kat
This book is as amazing as the rest

10 of 10 people found the following review helpful.
Drizzt Lite
By D. Head
First off, let me say that I enjoyed reading this book a lot. I read it cover-to-cover yesterday and do not consider it to have been a day wasted. I read fantasy books because they are light fare, an easy break from the day-to-day stresses of the working world, and I read Salvatore's fantasy because it is exciting and well written. From that perspective, this book was absolutely terrific: a return of fantasy's most consistently exciting character without the "end of the world" motif that is such a common and overwhelming theme in the genre. It is very solid Drizzt fare.
Having said that, this book is not as good as the Crystal Shard. Shard contained a level of suspense and moral ambiguity that is missing here. The problem is common enough in any Wizards of the Coast setting (and can indeed be found in some of their computer games as well): as the characters advance in level and/or power, nothing in the story can really injure or threaten them. The protagonist becomes superhero - far outstripping his foes in both physical and mental prowess. This is problematic in a linear plot. Servant of the Shard was SO GOOD because it avoided this issue by presenting a vast set of interweaving difficulties and complex situations. In other words, the story could have logically ended in any number of different ways. Sea of Swords misses that critical element that Salvatore always has in his books that contain Jarlaxle: complexity.
I enjoyed this book and highly recommend it to Drizzt fans. It advances the characters emotionally, contains solid sarcastic wit in several places, and it is action-packed without having the action overwhelm. However, I also eagerly await the return of Entreri and Jarlaxe.

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Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying), by Matt Forbeck, David Noonan

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Stronghold Builder's Guidebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying), by Matt Forbeck, David Noonan

Defenses Wrought of Mortar and Magic

Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:

Over 150 new magic items .

More than two dozen magical augmentations for stronghold walls.

Rules for magic portals, mobile strongholds, and trap creation.

Five complete strongholds, including maps, ready for immediate use.

Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages.

To use this accessory, a player or Dungeon Master also needs the Player's Handbook.

  • Sales Rank: #533917 in Books
  • Brand: Dungeons & Dragons 3rd Edition d20 - Sourcebooks
  • Model: 92655
  • Published on: 2002-05-01
  • Released on: 2002-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.69" h x .29" w x 8.52" l, .70 pounds
  • Binding: Paperback
  • 128 pages
Features
  • Over 150 new magic items
  • More than two dozen magical augmentations for stronghold walls
  • Rules for magic portals, mobile strongholds, and trap creation
  • Five complete strongholds, including maps, ready for immediate use

About the Author
MATT FORBECK is the cofounder of Pinnacle Entertainment Group and is best known in the gaming industry for his work on Deadlands and the creation of the superhero roleplaying game Brave New World. Forbeck lives in Wisconsin.

DAVID NOONAN is an editor for the Wizards of the Coast Core D&D team. His credits include the Hero Builder's Guidebook. Noonan lives in Washington state.

Most helpful customer reviews

27 of 28 people found the following review helpful.
Solid instructions for a good solid keep
By Darren Sweet
The Stronghold Builder's Guidebook (SBG?) provides both players and GMs with a simple solid system for building everything from massive castles in the clouds to dungeons in the underdark. I've purchased books on the subject before. Most are quasi-historical texts done up in game terms. The SBG is different. In addition to covering the usual subjects, it expands the concepts into a true high fantasy setting.
The book is broken into three chapters. The first chapter layouts out the steps for building your dream structure. The second chapters goes on to describe in detail a wide variety of components to use in building your stronghold. These components include everything from the mundane (i.e. a basic kitchen) to the wondrous (a Bier to Resurrection). Details are also given on magically enhanced walls and traps. Please note some of the information on traps is a repeat of that found in Song & Silent. The third chapter deals with how a stronghold interacts with the fantasy world around and also gives some good example keep.
All in all the SBG is a good solid reference for gamer who want a solid foundation for their castle building adventures.

24 of 25 people found the following review helpful.
Excellent rules, good instructions, clear maps
By J. Roberts
It's now possible for even the severely map-challenged, namely yours truly, to design dungeons that are something more than an endless string of boxes connected by doors.
I realize that many resources existed before, but until now I hadn't found all those resources in bascially the same place, outlined so simply.
Whil agree with some critics of this book who claim that it makes building an impenetrable castle a little too affordable, I've always believed that it's the DM who's responsible for keeping the game from tipping too far in the player's favour, not the sourcebook.
What I really appreciated were the simple rules for figuring out how much staff a given structure would need, and how much you ought to pay them.

22 of 24 people found the following review helpful.
Castles, Dungeons, and Forts, Oh My!
By Steve Stoehr
I remember a short campaign I ran a while ago, where my players amassed so much wealth that they decided to buy a tavern and some empty lots in the city they were basing out of. On those empty lots, they were hoping to open shops selling the jewels that some gnomes were going to sell to them. Having recently cleared out a gem mine, they had met the enterprising gnomes and struck a deal. Also, they were hoping to build a mansion on the biggest lot. I did not have this book at my fingertips, so I guessed and estimated. I now realize how wrong I was.
This book has cleared up everything I found difficult about building strongholds. It gives you details on how to build everything from a one-room cottage to a 200+ stronghold space dungeon. The rooms are not broken up into 5 feet and such, but into stronghold spaces, which are something like 20 square feet, maybe more. There are everything from privies to huge, fancy libraries, magic labs to heavily fortified barbicans and gatehouses, and nearly a dozen or more different wall types, both interior and exterior. It also gives you three or four premade strongholds, and details on how to run, assault, and conquer strongholds. All in all, this book is a godsend both to PCs and NPCs alike.

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Senin, 06 April 2015

> Download PDF Die Hard With a Vengeance, by Jonathan Hensleigh

Download PDF Die Hard With a Vengeance, by Jonathan Hensleigh

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Die Hard With a Vengeance, by Jonathan Hensleigh

A mad bomber is terrorizing the city. But New York has a weapon of its own--Detective John McClane. 2 cassettes.

  • Sales Rank: #7370499 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1995-04
  • Original language: English
  • Dimensions: 7.25" h x 4.50" w x .75" l,
  • Binding: Audio Cassette
Features
  • Used Book in Good Condition

Most helpful customer reviews

5 of 5 people found the following review helpful.
a roller coaster ride -- thoroughly enjoyable
By A Customer
If you liked the movie, you'll enjoy this tape. The beginning and end are a litle different, but it's just plain fun!

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