Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Downfall (Dragonlance: The Dhamon Saga, Book 1) Review

Downfall (Dragonlance:  The Dhamon Saga, Book 1)
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Downfall (Dragonlance: The Dhamon Saga, Book 1) Review...I read this. Absolutely horrid. I read less than 100 pages before I got too disgusted to read anymore. The book doesn't contain any likeable or sympathetic characters. In fact, they're all terrible. I'm not sure which I hate the most: the wanna-be prostitute half-elf or the amoral "hero." The entire cast of "good guys" delights in cruelity without reason and bloodlust. Right, if I wanted to read about people like this, I'd buy Helter Skelter.Downfall (Dragonlance: The Dhamon Saga, Book 1) OverviewHow far can a hero fall?Far enough to lose his soul?Dhamon Grimwulf, once a Hero of the Heart, has sunk into a bitter life of crime and squalor. Now, as the great dragon overlords of the Fifth Age coldly plot to strengthen their rule and to destroy their enemies, he must somehow find the will to redeem himself. But perhaps it is too late.Downfall marks the return of Dhamon and other characters from author Jean Rabe's bestselling Dragons of a New Age trilogy.

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The Legacy (Forgotten Realms: Legacy of the Drow, Book 1) Review

The Legacy (Forgotten Realms: Legacy of the Drow, Book 1)
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The Legacy (Forgotten Realms: Legacy of the Drow, Book 1) ReviewThis will be short - basically; Salvatore has always written some really great books - especially about the main character in most of his TSR books, Drizzt Do'Urden, but this is definitely one of his best. The Dark Elf Trilogy is great, as is the Icewindale Trilogy, but this book marks the beginning of then end (until later this year, thank goodness when he publishes a few more books about Drizzt), and has to be rated as one of his best. His first hardback, and definitely up there with one of the best Fantasy novels of all time. Salvatore at this point has matured so much in his writing about Drizzt Do'Urden that he's able to give so much more insight into the character but without having read the six books about Drizzt preceding this one, the reader may not fully understand how important the book is. The Legacy takes Drizzt back to his homeland where he has to question his people once again - it shows that he cannot escape their vile world no matter how far he runs from them. Menzoberranzen will always haunt him and his family is seeking revenge on him for getting them out of favor with Lloth. Drizzt takes it upon hmself to travel into the Underdark and solve all of his own problems. A plot that could only be awesome the way Salvatore writes it. And if you've read Homeland, Exile, and Sourjourn, then you can really appreciate his dilemma.Basically, this is far and away one of Salvatore's greatest books and holds a special place in all Salvatore fans because it was his first published hardback and a great bestseller.The Legacy (Forgotten Realms: Legacy of the Drow, Book 1) OverviewLife is good for Drizzt Do'Urden, better than it ever has been for the beleaguered dark elf. His dearest friend, the dwarf Bruenor, has reclaimed his throne, and his adventuring companions, Wulfgar and Catti-brie, are to be wed in the spring. Even the halfling Regis has returned. All the friends are united in the safety and prosperity of Mithril Hall, where streams of silver mithril run deep and dwarven hammers bang out the solemn rhythms of ancient and unending songs.But Drizzt did not achieve this state of peace without leaving powerful enemies in his wake. Lloth, the dreaded Spider Queen deity of the evil dark elves, counts herself among them and has vowed to end the drow's days of pleasant security.

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D&D Miniatures Game Starter (D&D Miniatures Product) Review

DandD Miniatures Game Starter (DandD Miniatures Product)
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D&D Miniatures Game Starter (D&D Miniatures Product) Review[Disclaimer: I purchased this at a local store and not Amazon]
The packaging is awesome. Being able to see everything that you get with no surprises is a deviation from the old starter sets. The molded case holds the figures well and my set had no bent weapons or disfigured forms. The d20 is nice - it helps that my favorite color is blue - but it seems a little lightweight. I'll have to get out some of my others and compare.
The Green Dragon is very nice. The pliable plastic gives the wings a realistic leathery feel. The detail is good. The Dwarf, Human, and Yuan-ti (a confusing inclusion) look really good; but the face of the Elf looks marred. The paint covers too much detail and seems to bleed into other parts of the figure.
So, the rules released on the Wizards of the Coast site indicated that the following miniatures would be included:
* Young Green Dragon
* Yuan-Ti Swiftscale
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
Which is what I received in my package. Amazon, however, lists the following:
* Large Green Dragon
* Exiled Drow Fighter
* Human Sellsword
* Elf Warlock
* Dwarf Battlemaster
The Yuan-Ti seems to be a better thematic fit, but the idea of a Drow Fighter mini sounds cool. All in all, I am very happy with the set.D&D Miniatures Game Starter (D&D Miniatures Product) OverviewAn all-new D&D Miniatures Game starter set.This new starter features new packaging that showcases all five miniatures in the starter. The updated rulebook is written for novice and experienced players and presents terms, battle tactics, and other game elements in an easy-to-reference format. The game experience can be further enhanced with the purchase of Dungeons of Dread booster packs.Each starter contains: 5 exclusive, non-random, pre-painted plastic miniatures: Large Green Dragon, Human Sellsword, Elf Warlock, Dwarf Battlemaster, and Exiled Drow Fighter 5 stat cards 2 double-sided, illustrated battle grids 1 damage counter sheet 1 twenty-sided die (d20) Rulebook

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The Kobold Wizard's Dildo of Enlightenment +2 (an adventure for 3-6 players, levels 2-5) Review

The Kobold Wizard's Dildo of Enlightenment +2  (an adventure for 3-6 players, levels 2-5)
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The Kobold Wizard's Dildo of Enlightenment +2 (an adventure for 3-6 players, levels 2-5) ReviewThis book is enormously entertaining, funny, and enjoyable. It is obvious that Mellick has a genuine understanding of, and affection for role-playing games and the people who play them.
In a nutshell, the plot describes a group of fictional characters in a fantasy role-playing game who have become aware of their fictional existence, and must struggle to free themselves from the whims of their players.
The story takes place on two levels; a group of undersexed, maladjusted teen players, and the fictional characters they have invented to represent them within the game itself. This proves to be an excellent device for character development, as the fictional characters serve to illustrate the wish fulfillment fantasies as well as the insecurities of the players. There are other interesting parallels; As adolescents, the players are in many ways living lives controlled by authority figures, occupying prescribed roles just as their fictional characters are. At its best moments, the novel briefly touches on issues of free will and existentialism, albeit in a delightfully immature way.
In a further clever touch, the book comes complete with all the maps, diagrams, character sheets, and doodles in the margins you would expect to find in a role-playing game.The Kobold Wizard's Dildo of Enlightenment +2 (an adventure for 3-6 players, levels 2-5) OverviewARE YOU READY TO PLAY SOME DUNGEONS AND FUCKING DRAGONS?The Kobold Wizard's Dildo of Enlightenment +2 is an absurd comedy about a group of adventurers (elf, halfling, bard, dwarf, assassin, thief) going through an existential crisis after having discovered that they are really just pre-rolled characters living inside of a classic AD&D role playing game. While exploring the ruins of Tardis Keep, these 6 characters must deal with their inept Dungeon Master's retarded imagination and resist their horny teenaged players' commands to have sex with everything in sight.Featuring: punk rock elf chicks, death metal orcs, porn-addicted beholders, a goblin/halfling love affair, a gnoll orgy, and a magical dildo that holds the secrets of the universe."Carlton Mellick III has the craziest book titles... and the kinkiest fans!" - CHRISTOPHER MOORE"If you like satires which are highly imaginative, subversive, gory, funny as hell and completely surreal CM3 may be your literary messiah." - RICARDO GONZALEZ DEL VALLE"Mellick is smarter than the dumbness he tries to coat his writing in; you feel like you're reading a comic or watching MTV - but underneath there is something deeper and smarter than the cartoonish presentation before your eyes." - EUCHIRD"Easily the craziest, weirdest, strangest, funniest, most obscene writer in America." - GOTHIC MAGAZINE"Carlton Mellick III is one of bizarro fiction's most talented practitioners, avirtuoso of the surreal, science fictional tale." - CORY DOCTOROW, author of Little Brother

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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Review

The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons and Dragons)
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The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) ReviewThis volume is by far the finest and most complete information source concerning the drow elves! It contains character generation material, notes on innate abilities, and loads of info relating to drow culure. This volume also gives new spells, magical items, underdark monsters, and tables regarding drow-style names and listings of known drow houses and cities. Simply a must have.The Drow of the Underdark: Forgotten Realms Accessory, 2nd Edition (Advanced Dungeons & Dragons) Overview

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Road of the Patriarch (Forgotten Realms: The Sellswords, Book 3) Review

Road of the Patriarch (Forgotten Realms: The Sellswords, Book 3)
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Road of the Patriarch (Forgotten Realms: The Sellswords, Book 3) ReviewRoad to the Patriarch by R.A. Salvatore is the third, and final, book in the Sellswords Trilogy. The first being Servant of the Shard and the Second being Promise of the Witch-King. This book takes place right after the events of Promise of the Witch-King and continues the tale of Jarlaxle and Artemis and their journey together as Artemis seeks to come to grips with his past.
As with most Salvatore books this one has a decent mix of characters and plot, however, no matter how well constructed this plot is - this book is largely about character development. Fans of Salvatore have watched both Jarlaxle and Artemis grow as characters through several books, aside from the Drizzt books, the growth of Artemis in this book may be the single biggest development in a character in one book I have read in a long time. We learn a little about Jarlaxle's past, but this book focuses mainly on Artemis. Jarlaxle is merely along for the ride. There are some things in this book that are not usually found in Forgotten Realms books, some of the content - but to say more about that would be giving spoilers. I will say that the journey that Artemis undertakes in the second half of this book is gritty and filled with heartache.
The plot of this book can really be divided into two parts. The first part focuses on Jarlaxle and Artemis' time dealing with Grandmaster Kane and the Citadel of Assassins in the Bloodstone Lands, while the second half focuses quite a bit of Artemis' individual journey that leads to some shocking moments. I will say that the second half of the book seemed, at times, slightly rushed. Mostly because Salvatore knew what he wanted to happen and needed to fit it all in. I am guessing this book could have been 400+ pages easily. The plot is well laid out and everything that happens makes perfect sense. Salvatore obviously invested a great deal of time making sure the story stayed true to the characters and their situation. This allows the reader to care that much more about what is going on in the story.
Salvatore has a knack for weaving a believable story with characters that seem so real. We all know Artemis is a very skilled assassin, yet, while reading this book you can't help but care deeply for his story and his past and how that played a part in who he is. If you are looking for large scale battles, this book may be a disappointment to you. If you are looking for wizard battles and lots of magic, this book may be a disappointment to you. However, if you are looking for an excellently crafted character driven story, I am pretty you will enjoy this. This is classic Salvatore and fans will surely find something in this book to enjoy.
Fans of the Forgotten Realms and Salvatore will find this book and enjoy it. New fans would be encouraged to go back and read the rest of Salvatore's Forgotten Realms books before reading this one, that way all the events and discussions will make more sense. However, picking up the Sellsword Trilogy should be ok as well. I will continue to recommend Salvatore as an author I enjoy a great deal. This was a ride well worth taking.
Road of the Patriarch (Forgotten Realms: The Sellswords, Book 3) OverviewExplore the mind of an assassin in R.A. Salvatore's exciting conclusion to The Sellswords Trilogy!The drow mercenary Jarlaxle and his companion, the human assassin Artemis Entreri, have begun to make a home for themselves in the rugged Bloodstone Lands. But not everyone is ready to trust a man who's spent his life killing for coin, much less a member of a race of subterranean elves known for their fanatical devotion to a demon goddess. If they want to make it out of the Bloodstone Lands alive, they'll have to learn to trust their enemies, and be suspicious of their friends.

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The Death Ray (Dungeons & Dragons Adventure Novel) Review

The Death Ray (Dungeons and Dragons Adventure Novel)
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The Death Ray (Dungeons & Dragons Adventure Novel) ReviewArgh!

Okay, before I dissolve into abject frustration, I'll begin with saying that this book was leagues above 'Return of the Damned.' The writing style returns to Lain's previous decent level, and the plot is a bit more involved. There is no mystery here - you are in on the bad guy's every thought and plan, but the villainy is quite well orchestrated: Bad Wizard uses Shield Golem to kill off young rivals to the soon-to-marry Duke's daughter.

But when the Duke's daughter decides that our intrepid Regdar is more to her liking than any other possible suitor, and the Duke grants a title to Regdar to make him a potential suitor (as he's currently a commoner without that title). Enter Naull, Regdar's girlfriend, and somewhat jealous of this unfolding situation, and huzzah - the set up for plot is complete.

Indeed, it unfolds quite well, with Lain's typical one-liners and cute humour all about. As usual, however, you can measure the half-life of a non-Iconic character with a pocket ruler. And the villain is a bit dim near the end in his choice of confrontations. But, this is D&D fiction, not grand literature, and it was enjoyable.

The ending, however, brings me back to that 'Argh!' I mentioned. Consider yourself warned that you'll likely find the ending extremely frustrating. Not in a badly-written way - oh no, it wasn't a cop-out ending, or a rushed ending. I'm quite sure Lain wrote this on purpose. But gosh, I could have screamed when I got there.

Very well done. And that 'Argh!' is also the sound of someone who is certainly going to buy the next one, just to see what happens next.

'NathanThe Death Ray (Dungeons & Dragons Adventure Novel) OverviewThis title chronicles the latest adventure of various iconic characters from the Dungeons & Dragons core rulebooks. This series of novels is designed to bring readers closer to the feeling of actually playing a D&D adventure. This tenth title in the novel line features the iconic characters of the fighter and the wizards, both of whom appeared in the kickoff title for the line,The Savage Caves.

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Dragon Precinct Review

Dragon Precinct
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Dragon Precinct ReviewHey, I like Keith R.A. DeCandido's genre work elsewhere. He's done some great stuff in the Trek universe, particularly with Klingons in the IKS Gorkon series. But here, in his first novel with original characters, he doesn't quite measure up to his previous efforts.
We are introduced to Danthres and Torin, two lieutenants in the City Guard of Cliff's End. She's a human/elf hybrid, and none too happy about that fact. He's from a family of civilized deep thinkers but wanted to see the world and bust some heads. Together, they make up...well, a couple of world-weary seen-it-all cops in a fairly generic fantasy setting.
On their current case, they're investigating the murder of a famous hero from a band of epic adventuring types. Said hero was minding his own business when he dropped dead in his room at an inn, his neck broken. The wizard detached to civic service says that there are no traces of magical involvement, so evidently the big galoot just...uh...had a bad neck. Or something. Needless to say, the investigators are a bit dubious about the "naturally spontaneously snapping neck" theory and they press on to find answers. And to collect overtime pay.
Meanwhile, we also follow several other cases, which are being pursued by the colleagues of Danthres and Torin. Their comrades include Old Grizzled Vet, Obnoxious Incompetent Newbie, Snarling One-Eyed Captain, Faux Rastafarian, and Generic Guy. Various leads are checked out and witnesses interrogated. And papers are filed and the brass downtown keeps getting in the way of hard-working guards.
So, yeah, it's pretty much a police procedural with a fantasy twist. Is it successful? Well...blandly so. The investigations and their resolutions aren't altogether compelling and the setting isn't really too well-drawn. Efforts at conveying street talk are mainly just embarrassing. And many characters frankly just seem like buffoons or legends in their own mind (although one of the leads gets to reveal the Dark Secret that has made them who they are). Largely, the book serves as the launchpad for a series that the author clearly hopes will follow, where we can see both the protagonists and their environment developed in greater detail.
It's not a bad foray into this type of thing. It's just not that great. I prefer Martin Scott's Thraxas series, but your mileage may vary. At any rate, at less than 300 pages, this novel at least won't suck up a lot of your precious time, so you make the call.Dragon Precinct OverviewGan Brightblade is one of the world's greatest heroes and a personal friend of the Lord and Lady of Cliff's End. So when he's brutally murdered in grubby lodgings in Dragon Precinct, on the eve of a great quest, the Captain of the Guard puts his two best investigators on the case.

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The Sundered Arms (Dungeons & Dragons Novel) Review

The Sundered Arms (Dungeons and Dragons Novel)
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The Sundered Arms (Dungeons & Dragons Novel) ReviewWhen a chapter is titled "Dissention" (sic), you know the editor is asleep at the switch. There are unfortunately more instances of bad grammar, as well as a quote from The Empire Strikes Back that take this from an average dungeon crawl to less than average.
We have three returning characters, Devis the half-elf Bard, Vadania the druid and Lidda the halfing rogue. Vadania and Lidda are uncharacteristically besotted with Devis though they are both experienced enough to know better, particularly Vadania. Tordek a dwarven fighter is the new iconic addition and Vadania is given a wolverine companion.
That being said, the actual adventure is fairly good. Some really powerful enemies and enchanted weapons with a satisfying ending. It is really too bad that this series suffers from an editor who shows such disregard to the readers by allowing such continuity and basic english mistakes.The Sundered Arms (Dungeons & Dragons Novel) OverviewThis title chronicles the latest adventure of various iconic characters from the Dungeons & Dragons core rulebooks. This series of novels is designed to bring readers closer to the feeling of actually playing a D&D adventure. This eighth title in the novel line features, among others, the iconic character of the rogue, who appeared in two previous titles, The Savage Caves and Treachery's Wake.Andaron's Delve, a great dwarven stronghold ravaged by war, has for ages lain abandoned. Now, smoke once again pours from the immense furnaces, and goblins and beasts guard the ancient entrance. Evil is rekindled in the heart of the mountain and strives to forge anew Andaron's sundered arms.This time, it's about survival.

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The Silent Blade (Forgotten Realms: Paths of Darkness, Book 1) Review

The Silent Blade (Forgotten Realms:  Paths of Darkness, Book 1)
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The Silent Blade (Forgotten Realms: Paths of Darkness, Book 1) ReviewI have grown to genuinely feel for the characters in Salvatore's Dark Elf Series. The characters are almost real, their trials becoming the reader's trials.
This book was excellent, and paved the road for many more to come (hoping, of course, that Mr. Salvatore has no intention of ending the series).
The ending was slightly confusing, since Entreri's burning need to face his arch-nemesis once and for all on fair ground is brought into play. The end of this fight seems a bit anticlimactic, however, unles it plays a larger role later. Jarlaxle communicates to Drizzt after the fight the Entreri will no longer bother him because Drizzt is believed to be dead.
The problem as I see it with this line is this: In a world where Drizzt Do'Urden has made such a far-reaching impression as to be accepted almost universally despite his drow heritage, news of his still being quite alive and well would not be long in reaching the ears of Artemis Entreri.
Future conflict? Perhaps, but how many more continually unresolved fights can there be between them?
As for Wulfgar, he always took far too much of the world upon his shoulders. His apparent descent into the world of evil is a fitting continuation for a man haunted by demons he has created for himself. These can be far more effective than the tortures of the Abyss...The Silent Blade (Forgotten Realms: Paths of Darkness, Book 1) OverviewWhen the vile Crystal Shard once again reveals itself, Drizzt must race against his most formidable enemies in hopes of destroying it before it finds the one being that can help it enslave the world: a dark elf named Jarlaxle.Winner of the Origins Award for best game-related novel of 1998, The Silent Blade marked the return of Drizzt to the wind-swept tundra of the Forgotten Realms world. This deluxe reissue features a new Todd Lockwood cover and an introduction from The New York Times best-selling author Philip Athans, who has served as Salvatore's editor for almost a decade, starting with the original release of this book.From the Hardcover edition.

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Dungeons & Dragons Player's Handbook: Core Rulebook I Review

Dungeons and Dragons Player's Handbook: Core Rulebook I
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Dungeons & Dragons Player's Handbook: Core Rulebook I ReviewThe new Player's Handbook (PH) D&D Design Team has created a marvelous product--filled with generally clear writing and excellent artwork--containing a major change in game mechanics. The PH nonetheless manages to retain the spirit of the D&D game created by E. Gary Gygax and Dave Arneson in 1974.
The 3rd edition replaces the old movement system, denoted in confusing scale inches--which goes back even before D&D to Gygax's Chainmail rules for medieval combat--with a clear system of speed denoted in feet. Yet the 3rd edition includes familiar races and character classes. It retains the bard, cleric, druid, fighter, ranger, rogue, paladin, and wizard, and resurrects the barbarian, monk and half-orc.
Fans of clerics and druids will cheer the addition of 8th- and 9th-level spells. Clerics will love the 9th-level Miracle spell, similar to a Wish. Barbarian fans will rejoice that the 3rd edition removes the unplayable restrictions of the original barbarian, even at the cost of somewhat reduced physical prowess. Fans of the monk and druid will celebrate elimination of limited levels.
Each class now requires the same amount of experience to advance in level. Regardless of which class you choose, your character initially will advance rapidly because reaching the lower levels requires relatively small amounts of experience; earning a mere 1,000 experience points, for example, will gain your character second level. The 3rd edition grants each 1st level character full hit points. Combining easy advancement at lower levels with full hit points at 1st level will help keep characters alive through their fragile early days.
The 3rd edition introduces a sorcerer class. The sorcerer gains access to the same spells as the wizard, gets more per day, and needn't carry spell books or prepare spells, but can't learn as large a repertoire. The sorcerer can't specialize in schools of magic like the wizard, while the wizard specialist now has some control over the school from which she can't learn spells. All spellcasters except the ranger and paladin now have access to zero-level spells, the way Gygax intended in 1982 when he introduced cantrips in Dragon magazine issues 59-61.
The spellcaster will find that she's more effective because a touch spell no longer needs to penetrate an opponent's armor. She also gains the ability to counterspell an enemy's spell, which, when successful, negates the enemy's spell entirely. A rogue will find that his sneak attack comes into play more often than did the old backstab, making him more useful in combat. Your rogue or barbarian will learn to avoid a surprise attack which leaves the rest of the party flat-footed.
Your warrior continues to grow in power at higher levels by gaining up to 4 attacks per round, substantial bonuses to hit, and even more hit dice. Characters continue to gain hit dice right up through 20th level. All character classes also eventually get more than one melee attack per round, but the warriors get more and get them faster than anyone except monks.
Any character, regardless of race, can now belong to any class. You can play hafling paladins, dwarven rangers or anything else you choose. Any character, regardless of race, can belong to multiple classes. The 3rd edition removes limits on class combinations and maximum levels. It allows you to decide in which class your character will advance with each new level she gains. Best of all, your character gains all the skills and benefits of each level she gains in each class! You can decide, for instance, that when your 4th level wizard reaches 5th level she should take her new level as a fighter. She will remain a 4th level wizard and become 1st level fighter, adding the hit points, skill points, and combat bonus normally gained by a 1st-level fighter to her existing hit points, skill points and combat bonus. She can train as a wizard or fighter, or in another class, each time she earns a new level. Humans gain small advantages over non-humans when advancing in multiple classes.
Humans gain a small advantage in acquiring skills too. The 3rd edition divides the old non-weapon proficiencies into skills, which you can "buy" with points your character earns at each level, and feats, which your character acquires more slowly. Skills include more ordinary abilities like Climb, Swim, and Wilderness Lore. Feats include more extraordinary abilities like Alertness, Endurance, and Lightning Reflexes. The 3rd edition fully integrates skills and feats into play, making often-neglected ability scores more important. Your barbarian, for example, may find the Intimidate skill quite useful, but if he has a low charisma he'll find that it won't work as often as he might like.
The 3rd edition bases the results of virtually every attempted action on the roll of a 20-sided die (d20). You roll a d20 to determine initiative in combat, whether your attack hits an opponent, whether you successfully save against a spell, and whether you successfully use a skill or perform a feat. In the 3rd edition, the higher you roll on the d20, the better. A higher roll hits a higher armor class (which now sensibly rises as it improves), performs a tougher feat, gives you a faster initiative (which likewise rises as it improves), and saves against a more powerful spell. Unlike the old system, which varied between high and low rolls being better, the new system always makes high rolls better.
The 3rd edition simplifies combat by generally limiting the initiative roll to the start of each encounter and eliminating weapon speeds and numbered casting times; it complicates combat with rules on movement, surprise attacks, partial actions, attacks of opportunity and being caught flat-footed. I believe that players will tend to have the most trouble adjusting to the new combat system. After a cursory examination, however, I think they'll find the adjustment worthwhile...Dungeons & Dragons Player's Handbook: Core Rulebook I OverviewEach of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.

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The Halfling's Gem (Forgotten Realms: The Icewind Dale Trilogy, Book 3) Review

The Halfling's Gem (Forgotten Realms: The Icewind Dale Trilogy, Book 3)
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The Halfling's Gem (Forgotten Realms: The Icewind Dale Trilogy, Book 3) ReviewFirst off, this is the conclusion of the Icewind Dale Trilogy. I would strongly recommend reading the first two novels in the series, The Crystal Shard and Streams of Silver, to truly enjoy this book. This story picks up with Artemis Entreri, running off with Regis from Mithral Hall, the halfling, to return him to Pasha Pook the leader of the largest thieves' guild in Calimport. Drizzt and friends chase after Entreri to save Regis from the almost certain death that awaits him in Calimport. The plot is pretty straight forward, but there are definitely enough complications to keep it interesting.
I really enjoyed this book and thought it was the best book in the trilogy. The Halfling's Gem regains the continuous fast paced adventure that was lost in part of Streams of Silver. I found the supporting characters in this book much better conceived and interesting. The battle scenes in the boat and at Pasha Pook's palace were at least as good as any of the battle scenes in the other two books. Also Drizzt's attempt to find himself and what he stands for really progresses in this book. This continues in the Dark Elf Trilogy, which occurred before he reached Icewind Dale, but was written after the Icewind Dale Trilogy. All in all the writing in this novel has really improved from the first two books. This same quality continues through the rest of the Drizzt series. I whole-heartedly recommend this novel for the entertaining fast paced read that it is.The Halfling's Gem (Forgotten Realms: The Icewind Dale Trilogy, Book 3) OverviewThe Halfling's GemAssassin Artemis Entreri whisks his kidnapped victim, Regis the halfling, south to Calimport and into Pasha Pook's vengeful hands. If Pook can control the magical panther Guenhwyvar, Regis will die in a real game of cat and mouse.Using an enchanted mask, dark elf Drizzt Do'Urden hides his heritage and races with the barbarian Wulfgar to save their light-fingered friend. An unexpected ally arrives just as Entreri springs a trap. But can Regis survive unscathed?The companions from Icewind Dale battle pirates on the famed Sword Coast, brave the deserts of Calimshan, and fight monsters from other planes to resuce their friend . . . and themselves.The Halfling's Gem is R.A. Salvatore's exciting conclusion to the Icewind Dale Trilogy, set in the Forgotten Realms fantasy world.

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Blades of the Tiger (Dragonlance: Taladas Trilogy, Vol. 1) Review

Blades of the Tiger (Dragonlance: Taladas Trilogy, Vol. 1)
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Blades of the Tiger (Dragonlance: Taladas Trilogy, Vol. 1) ReviewAfter several years of sub-par story lines set in Ansalon, Wizards of the Coast seems to have realized they need to explore more of the world of Krynn. Along come Taladas, a new continent not yet explored - or even knew about in the world of Krynn.
It took me a little while to get used to some of the nuances of the continent such as the different names for the gods and the 'altered' races. Once you come to grips with the changes the novel moves on at a brisk pace. I was surprised the book was over 400 pages, typical Dragonlance books average 300-350. Good to see they are allowing a little more in terms of word count.
I hesitate to give this book a perfect 5, as that would mean it was perfect and there was nothing to improve on. I think Pierson, is one of the up and coming Dragonlance authors. Yet, I think some of his dialog in this book seemed forced - at times it felt like the same character was talking when in fact it was a completely different character.
I think this series has great promise and one that I will follow for sure.Blades of the Tiger (Dragonlance: Taladas Trilogy, Vol. 1) OverviewThe first book in a series that will explore uncharted land in the Dragonlance setting.Blades of the Tiger kicks off a series that will explore beyond the realms of Ansalon, the traditional setting for Dragonlance novels, and into the land of Taladas. No title has ever been set in this unexplored region on the other side of the world, allowing for an infinite variety of new characters and experiences within the context of the Dragonlance setting. AUTHOR BIO: Chris Pierson has written numerous short stories set in the world of Dragonlance, as well as the Dragonlance novels Spirit of the Wind, Dezra's Quest, Chosen of the Gods, Divine Hammer, and Sacred Fire.

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Siege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3) Review

Siege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3)
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Siege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3) ReviewAfter 5 books, RA Salvatore can still give us a fresh angle into the complex world of the drow. I loved the idea of telling the Time of Troubles(a period when the gods were cast down from the heavens and magic went awry) from the drow perspective-- since they are creatures weaned on magic it made the situation all the more difficult for them(and interesting for the reader). We also got our first close-up look at the drow goddess Lloth, and she was as every bit as cunning as I hoped she would be. Salvatore handled the intrigue swirling around the Time of Troubles really well. The epic battle scenes of the second half of the book weren't quite as interesting, but still vividly rendered. I would rank Siege of Darkness as my second-favorite Salvatore novel behind Homeland.
--Teri TadaSiege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3) OverviewThe premium line of Salvatore hardcover releases continues with this haunting tale.This new release of the classic R.A. Salvatore novel continues the tale of Salvatore's signature dark elf character Drizzt Do'Urden™. The series has now been re-numbered to tell the story of Drizzt's life in chronological order rather than initial release order. Each title in the series showcases these top-selling novels in new, deluxe hardcover editions which feature brand-new cover art by Todd Lockwood and new introductions written by those who have become familiar with Salvatore and Drizzt over the years.R.A. Salvatore was born in Massachusetts 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 know as the best-selling author of the Star Wars Episode II: Attack of the Clones novelization from Del Rey.From the Hardcover edition.

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Starless Night (Forgotten Realms: Legacy of the Drow, Book 2) Review

Starless Night (Forgotten Realms:  Legacy of the Drow, Book 2)
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Starless Night (Forgotten Realms: Legacy of the Drow, Book 2) ReviewAfter reading a lot of the reviews for this book, i thought i would add my own opinion of it. So far i have been a loyal fan of salvatore's. i have, in fact read every book of the drizzt series from the first to the most recent several times, and starless night, i think, is one of the best ones. salvatore places some of our favorite, non-drow characters into the drow's infamous home city. it was a nice change of setting for the reader as well as the characters, especially since i love reading about the extraordinary city of menzoberanzan. i think that drittz acted completely in character in his actions when you consider all that he has been through that led him up to this point. i see no problem with him wanting to sacrifice himself to save his loved ones, when he believs that all he has ever done was brought harm to everyone he cared for. I liked this book because it brought back some old characters from drizzt's childhood, as well as some new ones from the city. and it also put his dearest friend and greatest enemy in a dangerous, yet intriguing situation. as always, salvatore was excellent in his battle scenes and small exepected twists that turn the whole storyline around. I think this is one of the better books to the series,but will always belive that Homeland is the best yet. I agree with most people that the cover art is the worst i have seen, although the most recent books haven't been much better. You would think that someone would know how to draw an elf by now! And as to drittz's age, if you follow his age throughout all of the books, as i have done many times, you will find that he is somewhere between 60 and 70.Starless Night (Forgotten Realms: Legacy of the Drow, Book 2) OverviewThe Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, must go back to find his friends in the gnome city ofBlingdenstone, and on to Menzoberranzan, the city of drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall.From the Hardcover edition.

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The Crimson Talisman (Eberron / War-Torn, Book 1) Review

The Crimson Talisman (Eberron / War-Torn, Book 1)
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The Crimson Talisman (Eberron / War-Torn, Book 1) ReviewIt took me a while to finish this book, as another reviewer said, it is boring in many places. The book suffers from several over done cliches. At first everyone and everything is just too mysterious; you have a mysterious cleric leading a boy with a mysterious artifact on a mysterious journey where they meet a mysterious peddler and are chased by a mysterious evil knight.
Later, the book suffers from the "Show me, don't tell me" syndrome. The characters continually repeat the same thing over and over just to remind the reader of certain facts.
The book also fails as a Dungeons & Dragons tie in product. First, a D&D book needs to have reconizable aspects of the game within it. If I am halfway into the book and the Cleric has not cast a single spell, something is wrong here. Secondly, the author did not do his homework where Eberron is concerned. House Orien is a human house, a half elf would not have the Mark of Passage. The creator of Eberron, Keith Baker has pointed this out.
One thing more I would point out, while this book is part of a series of books; Thw War Torn series. They are all stand alone stories with the theme of recovery from the last war. Don't let this book stop you from looking at the other books in this series.The Crimson Talisman (Eberron / War-Torn, Book 1) OverviewThe first book in a series of high adventure novels set in the Eberron™ Campaign Setting.The Crimson Talisman is the first title in a new Eberron™ series that focuses onwar-torn souls that have known nothing but a world in chaos. Each book in thisseries will focus on the aftermath of The Last War, in which every realm ofthe Eberron setting fought a bitter and long-lasting battle.AUTHOR BIO: ADRIAN COLE is currently the Director of College Resources in a large secondary school in Bideford, England. He remains best known for his DreamLords trilogy as well as his young adult novels, Moorstones and The Sleep of Giants.

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Forgotten Realms Comic: The Legend of Drizzt Volume 3: Sojourn (Forgotten Realms: Legend of Drizzt (Paperback)) (V. 3) Review

Forgotten Realms Comic: The Legend of Drizzt Volume 3: Sojourn (Forgotten Realms: Legend of Drizzt (Paperback)) (V. 3)
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Forgotten Realms Comic: The Legend of Drizzt Volume 3: Sojourn (Forgotten Realms: Legend of Drizzt (Paperback)) (V. 3) ReviewCredit where credit is due - this comic book version of the legendary Drizzt novels is outstanding. The detail and perfect capture of the key elements of the novel made this version as exciting a read as the first time I read the novels.
I would highly recommend the comic book version to all dedicated Drizzt fans.Forgotten Realms Comic: The Legend of Drizzt Volume 3: Sojourn (Forgotten Realms: Legend of Drizzt (Paperback)) (V. 3) OverviewDrizzt Do'urden has abandoned the cruel Underdark for the unknown of the surface world. But as the young warrior begins his sojourn, the family he left beneath and new enemies alike pursue him. His survival depends on gaining the trust of surface dwellers - and that challenge may be greater than any battle he could fight.

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Forgotten Realms - The Legend Of Drizzt, Vol. 1: Homeland (Graphic Novel) (V. 1) Review

Forgotten Realms - The Legend Of Drizzt, Vol. 1: Homeland (Graphic Novel) (V. 1)
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Forgotten Realms - The Legend Of Drizzt, Vol. 1: Homeland (Graphic Novel) (V. 1) ReviewHere it is, the first in the series of comic book adaptations of R.A. Salvatore's acclaimed Dark Elf Fantasy trilogy featuring legendary master swordsman and renegade Drow, Drizzt Do'Urden. The series from TSR and later Wizards of the Coast has gone on to become bestsellers and sell millions of copies over the years. Now for the first time the stories have been faithfully adapted into comic book form by Devil's Due Publishing. In many ways' Drizzt reminds me of the great swords & sorcery characters I first read back as a teen in the late 70's like Conan, Thongor, Brak, and Kane. These were legendary, larger than life characters that had exciting adventures throughout their worlds. Sadly this type of heroic fiction is almost non-existent these days as mega epics crowd the fantasy shelves in bookstores.
Dark Elves or Drow have become staples of fantasy literature, role-playing games, and computer games, largely due to the popularity of Drizzt who came onto the scene some fifteen years ago with Homeland. Devil's Due provides a beautiful adaptation of this first, classic book. In the story we are introduced to the Underdark, that legendary world below the surface that is home to creatures most foul, chief among them the evil dark elves known as the Drow, who dwell in their great city Menzoberranzan. Drow live in societies that are controlled by the women and each house of the city is lead by a matriarch known as a "matron". We meet Matron Malice, head of House Do'Urden and heavy with child as she plots the destruction of House Devir which will allow Do'Urden to move up the hierarchy and gain favor with the Demon Queen of Spiders, Lolth.
As Drizzt is born, he is planned to be sacrificed to Lolth but the death of his older brother results in his being spared. Even as a child, his mother and sisters know Drizzt is different with his strange purple eyes. He is sent off to be trained in the art of combat to Do'Urden's Weapons Master Zaknafien, where he proves to be an adept student, soon matching his teacher move for move. He's eventually sent off to learn arcane arts from another Drow named Masoj and it is there that he first meets the magical black panther named Guenhwyvar, who is summond forth from an onyx statuette and would become his constant traveling partner.
Drizzt begins to reject the cold, evil ways of his brethren. He is repulsed that his people kill each other indiscriminately, just to gain power and favor with Lolth. Drizzt accompanies a party to raid the surface as they attack a village of forest elves, killing them all. Drizzt spares the life of an elf child by having her play dead. This leads to disfavor of House Do'Urden to Lolth who knows all and soon Matron Malice and her family find themselves the target of an attack by a rival family and Drizzt's actions may cost Do'Urden the support they need.
Devil's Due does a marvelous job staying true to Salvatore's source material. It's been many years since I've read Homeland but writer Andrew Dabb stayed very faithful to the original book. Dabb does a great job showing Drizzt as a young man tortured and repulsed by Drow society, clearly the outsider that he would become. The deceitful, ruthless Drow society of Salvatore's books is not softened one iota in Dabb's adaptation. The art of Tim Seely and inkers Andrew Pepoy and Marco Galli captures fully the dark, claustrophobic atmosphere of the Underdark with its dangers lurking around every corner. It's about time this classic work of fantasy found its way into comic form. The book also features a cover gallery as well as an exclusive excerpt from Salvatore's new book, Promise of the Witch King.
Reviewed by Tim Janson
Forgotten Realms - The Legend Of Drizzt, Vol. 1: Homeland (Graphic Novel) (V. 1) OverviewTravel back to strange and exotic Menzoberranzan, the vast city of the Drow and homeland to Icewind Dale hero Drizzt Do'Urden in this new limited edition hardcover version of the best selling Forgotten Realms Book I: Homeland.

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Streams of Silver (Forgotten Realms: The Icewind Dale Trilogy, Book 2) Review

Streams of Silver (Forgotten Realms: The Icewind Dale Trilogy, Book 2)
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Streams of Silver (Forgotten Realms: The Icewind Dale Trilogy, Book 2) ReviewRA Salvatore has created his own cult following in the world of D&D with his culture of the drow and Icewind Dale, the glacier community in the Forgotten Realms. This book picks up right where "Crystal Shard" left off, with Drizzt Do'Urden and pals fulfilling their promise to help dwarf Bruenor Battlehammer find his lost homeland, Mithral Hall. But! Regis the Halfling, always in trouble, is in the worst of his life, and an evil assassin is on his trail. Salvatore treats us to a new hateful-but-seductive villain in Artemis Entreri. My only complaint about this book is Salvatore's persistent use of the Irish brogue for his characters, which gets a bit annoying to read, and his seeming attempt to make a PC statement by focusing so heavily on racism. Written at the beginning of the PC 1990s, Salvatore repeatedly refers to the drow as "black elves" in this book rather than Drow, which he doesn't do in any of the other books in this series. Seemed a bit pandering to me, although Drizzt is definitely a victim of prejudice in the drow-hating Realms. Highly recommend as this is a fabulous adventure series!Streams of Silver (Forgotten Realms: The Icewind Dale Trilogy, Book 2) OverviewStreams of Silver"Yer eyes'll shine when ye see the rivers runnin' silver in Mithril Hall!"Bruenor the dwarf, Wulfgar the barbarian, Regis the halfling, and Drizzt the dark elf fight monsters and magic on their way to Mithril Hall, centuries-old birthplace of Bruenor and his dwarven ancestors.Faced with racism, Drizzt contemplates returning to the lightless underworld city andmurderous lifestyle he abandoned. Wulfgar begins to overcome his tribe's aversion for magic. And Regis runs from a deadly assassin, who, allied with evil wizards, is bent on the companions' destruction. All of Bruenor's dreams, and the survival of his party, hinge upon the actions of one brave young woman.Streams of Silver is R.A. Salvatore's second book in the Icewind Dale Trilogy, based on the Forgotten Realms fantasy setting.

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Kender, Gully Dwarves and Gnomes (DragonLance Tales, Vol. 2) Review

Kender, Gully Dwarves and Gnomes (DragonLance Tales, Vol. 2)
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Kender, Gully Dwarves and Gnomes (DragonLance Tales, Vol. 2) ReviewAll I can say is that the book was great. The majority of the storys were extremly funny, and the others wern't meant to be. Some were Inspirational, especially the first story were Tasslehoff Burrfoot has to save his comrades whom are lost in the snow. Margaret Weis, and Tracy Hickman are my two favorite writers. The only downfall to this book is that one, or two of the storys are boring, and slow. But, that is made up by the other great stories in the book.Kender, Gully Dwarves and Gnomes (DragonLance Tales, Vol. 2) OverviewThe second book in a series of classic Dragonlance tales, now with a new cover.This re-release of the second volume of Dragonlance short stories ever published features a dramatic new cover treatment. It includes stories by some of the best-loved authors writing in the Dragonlance world, including a novella by New York Times best-selling authors and Dragonlance setting co-creators Margaret Weis and Tracy Hickman.

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