Wizard Books
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BEST NOVEL FROM EBERRONReview Date: 2008-07-14
The BloodeningReview Date: 2008-02-21
Diran has the potential by comparison to be Eberron's version of Drizzt. In my own opinion better because there is no conveluted blood ties and extra character to mess with the tales.
Bloody Great Book!Review Date: 2007-12-30
I like how it ended though. There's a part with ghouls under a floor that was just totally horrifying. There were a lot of clever moments in the final battle also. Diran made such a clever use of his holy symbol. Being a priest of the Silver Flame has its definite advantages.
Anyway, it was a very well-written book with exciting scenes and great characters. I look forward to reading the rest of the series. Diran and Ghaji are a good team and I look forward to seeing their further adventures.
The creator of Eberron, Keith Baker would be proud of this one.
Paul Genesse
www.paulgenesse.com
www.paulgenesse.blogspot.com
Author of The Golden Cord
Book One of the Iron Dragon Series
Five Star Books (April 2008)
Great characters, decent plotReview Date: 2007-05-08
Glad I tried this book!Review Date: 2007-04-22
"Thieves of Blood" is an action-packed, character-driven novel. I was pleasantly surprised at how well written the book is. It is very different from Keith Baker's novels, in that Mr. Waggoner doesn't have the daunting task of creating a whole world. Instead, he expands upon it . . seamlessly, I might add.
The characters are wonderfully written, and are very memorable. The only problem I have with the quasi-once-evil main character, Diran, is that his morals are so high right now, one doesn't believe he was capable of things he might have done in the past.
There is one minor logic problem in the book, but it still bothered me. Early on, Diran and Ghaji are given aliases while talking with the warforged on Nowhere Island. But during this conversation, Diran calls Ghaji by his real name, and no one seems to take notice. This kind of editing in a book always bothers me.
Other than this simple mistake, the book is absolutely a joy. It is a good, quick read . . . but this is no way diminishes the epic feel of the story. I highly recommend this book.

Used price: $12.20

The Magic Man - Wizard of Ads - Roy H. WilliamsReview Date: 2002-04-29
greatReview Date: 2007-02-13
The Magic Man - Wizard of Ads - Roy H. WilliamsReview Date: 2002-04-29
No text, no techniques... just pictures and captionsReview Date: 2002-09-14
If you're looking for how-to on writing, DO NOT get this book.
more poetry and pictures than instructionReview Date: 2002-12-05


Pretty good addition to the lineReview Date: 2007-01-10
The Bright Center of Your CampaignReview Date: 2003-06-06
This wonderfully illustrated hardcover book details no less than 29 Core worlds. Coruscant gets the most space at nearly 30 pages, and most of the other worlds, including Alderaan and Corellia, get three to five pages each. In general, each world has brief sections on its description, history, people, and important locations. Changes from the time of the Old Republic up to the New Jedi Order are also discussed.
At the end of each planet's profile there is a "GM-only" section for each world with adventure hooks and a selection of important NPCs. There are also several new species, six new feats, about a dozen items of new equipment, over a dozen new vehicles and starships, four new droids, and more new creatures than you can shake a stick at (my favorite was the fearsome Coromon Headhunter). Sadly, there is only one new Prestige Class, the five-level Seyugi Dervish.
While I really would have preferred to see a greater selection of PrCs, the book's other qualities largely make up for this deficiency. I should emphasize that while each planet receives a generous amount of information, it is by no means a complete description. The focus of the book seems to be on providing GM's and players with ideas for their own campaigns and characters, rather than on being an exhaustive resource.
As a GM I found the plot hooks and NPC sections to be the most useful. And boy, there are a lot of NPCs, over a hundred of them in fact. Even better is the fact that the plot hooks and NPCs are often connected to each other, which makes for easy adventure creation.
My main complaint regarding this otherwise excellent book is that some of the maps are a bit lacking. Specifically, many of them don't have a scale, which makes it difficult to tell if the map of this or that location covers hundreds of meters or dozens of kilometers. The maps are also far too small for tabletop use, but a trip to the copy shop should solve that problem.
As others have pointed out, a GM would probably get the most use out of this book, especially in a Core-based campaign. Of course, a player could still find this book to be a valuable tool for fleshing out the background of a favorite character. Even so, there is so much variety, information, and so many ideas in this book that I'd recommend it to anyone. Overall I'm giving Coruscant and the Core Worlds a very strong 4 out of 5.
And besides, what campaign could possibly be complete without the main characters visiting Coruscant at least once?
A much-needed resourceReview Date: 2003-09-06
The Core Worlds include many of the worlds mentioned in the movies and expanded universe- Corellia, Ralltiir, Duro, Alderaan, Chandrila, Kuat, and other notables. The systems are listed in alphabetical order save for Coruscant, which is first, and each section has the following parts: General stats (general trivia regarding the system), Description (basic description useful for introduction), History (summary of notable events in all SW periods), People (species and how they behave), Locations (some notable spots and cities, with at least one map).
Additionally, there is a 'For the GM' section with adventure hooks, NPC heroes and villains from various eras that can easily be adapted to any of them, and various stat blocks for said NPCs, creatures, and unique vehicles and starships. There is only one new prestige class- the Seyugi Dervish (an unarmed fighter) but this book isn't really meant to detail those in the first place. Several new feats and species are added, most of which are obviously meant for NPC locals (the Brachiation feat, for example, lets you swing through trees at your speed).
Perhaps the best thing about this book are the illustrations, which are numerous, original, and inspiring. Just getting a glimpse of the Core Worlds is often enough to describe them and plan a few nasty surprises for your players, and the sourcebook does a fine job of providing visual cues. The corresponding information is thorough but not long-winded, and ideal for getting your adventure going with minimal fuss. Coruscant and the Core Worlds really sets the standard for ease of use and value. I am looking forward to seeing similar ones that will describe the other parts of the Star Wars galaxy.
A GM's FriendReview Date: 2005-07-22
There's also a map of the core worlds along with key location / site maps on nearly every listed planet(very cool).
Coruscant has a huge 29-page entry to it. It also has the GM character Dexter Jettster, info on the Jedi Temple, and many more spots on this planet. Great for many, many adventures.
Alderaan & Corellia get around 7-pages.
There's also a few new species, many new creatures, and a lot of GM characters to throw at Players.
Some starships are also in here, inlcuding : TIE/Ad Defender prototype & E-Wing.
My only complaint is, there AREN'T more of these Planet books out there for this RPG. WotC could have done a series of Secrets of... books for each system (or something like that.)
Otherwise, there ARE a lot of things in this book that will make players believe that their characters are in STAR WARS.
So, yes, buy the book! Support this space fantasy RPG!
Top Notch bookReview Date: 2004-02-14

Used price: $2.08
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The Covenant of the ForgeReview Date: 2005-06-06
Excellent Dragonlance History bookReview Date: 2001-06-03
Great start to the Dwarven Nations TrilogyReview Date: 2007-01-20
Oustanding Begining to an Amazing SeriesReview Date: 2002-09-20
I was totally captivated by this story. The dwarves leave thier homeland, being lead by "Colin Stonetooth", leader of will soon be the "Hylar" clan. They soon arrive in Kal-Thax, and make thier new home below the mountains.
What a spirited begining!! A must read!!
Timeline is messed upReview Date: 2002-09-11
Well in this book Cale Greeneye meets elves in Kal-Thax that say they are from Qualinesti. That really cannot be, since Kith-Kanan didn't found Qualinesti till after the Kinslayer war. Which brings up the question, how do the Hylar of Thorbardin fight in the Kinslayer war, if they are still the Calnar of Thorin?
The Elven Nations Trilogy was released prior to this trilogy. Dan Parkinson should have at least read it, so that they could get their stories straight.
Other than that it is a very good story, and Dwarves make fascinating subjects.

Used price: $14.70

Expedition to the Ruins of GreyhawkReview Date: 2007-12-12
Pro's: Well written and well thought out. Easy to use, Encounters referenced by page and section, Specific encounters published at the end of each chapter.
Cons: Having the old original module I was dissappointed that more of the dungeon wasn't mapped out (Spoiled by the old TSR adventure) for a DM to use. Some grammatical and spelling errors, but not many. As I said before, I was spoiled. But that's it for the Cons so far.
If you want a pre-written adventure, then this will last a DM a long time and provide great ideas for side treks.
Greyhawk, at last!Review Date: 2007-12-27
"Expedition to the Ruins of Greyhawk" is an adventure, basically, but it's also an unvaluable Gazetteer of the city of Greyhawk, bringing back to life the city with its places (from the "Green Dragon Inn" to Castle Greyhawk) its characters (from Zagig to Robilar) and its glorious history.
Even if you don't want to delve into the dungeons of the castle and into the plot you can find plenty of ideas and cues suitable for your home-made adventures.
Focusing on the adventure, the plot is not flawless, in my opinion: there are some strained situations where the motivations for the PCs are weak, but the overall impression is not bad. I appreciated the innovative managing of the encounters through sort of index-cards including maps and stats: a very good concept.
Finally, the edition is high quality: paper, art, maps are excellent.
The best of the bestReview Date: 2007-12-11
After reading through the module I find it is well written, contains a cogent adventure path, new and recurring characters, and a myriad of side quests to interest players and intrigue DMs.
I think this super module redeems the name of 'Castle Greyhawk' and will prove to be one of the 20 best D&D modules if not amongst the top 10. It moves the level of game play up a notch by having riveting above AND below ground play potential. I'd say this module does for 3rd edition what the 'Temple of Elemental Evil' did for 2nd edition.
fantastic moduleReview Date: 2008-02-08
There is a wealth of information inside and plenty of story hooks to run side adventures without deviating to far from the original story goals.
I highly recommend this module,it should provide several months of play if used for a 4-6 hour session per week.
CLASSIC CAMPAIGN REVAMPEDReview Date: 2007-11-09
The lore of Greyhawk is some of the richest ever developed and frankly puts The Forgotten Realms to shame. The characters developed are some of the most interesting and vibrant characters ever created. The first chapter of the book details many of these major NPCs such as Zagyg (Gygax spelled backwards) who built Castle Greyhawk; Iuz the Demi-God, Archmages Iggwilv and Mordenkainen, and Lord Robilar.
The developers could have just thrown a massive dungeon crawl at players and most would have probably been happy to run gleefully off to play in Greyhawks many levels. But you really do get a complete campaign of not only the castle itself, but its surroundings that is loaded with side quests brimming with intrigue and action. Many of these side quests are ongoing throughout the book and can be revisited numerous times over the course of the entire campaign. The Welcome to Greyhawk chapter details the town itself, popular stopping points like the Green Dragon Inn and Temple of St. Cuthbert; major NPC's, town culture and much more. Mini-maps of the towns various regions are included.
All that remains of the castle are the ruins of three towers: The Tower of magic, The Tower of Zagyg, and the Tower of War. The real action lies underneath these interconnected towers in miles and miles of dungeon levels. Each tower and its dungeons are full detailed with maps and encounter areas as well as random encounter tables. Even getting inside the ruins are no easy task as the players will find out in a series of daunting quests. The sheer scope of the entire adventure could be daunting and its really best suited to a very experienced DM as this much more than a usual hack-n-slash adventure. I mean, it's fun just to sit down and read through the levels. I'm still not real crazy about the major encounters being written up at the end of each chapter instead of just being there as you go along.
There are surprisingly few new monsters and magic items which is fine by me as there are MORE than enough to go around already. Literally this is an adventure which, depending on how often you play, should take players many weeks if not months to complete. It's big...it's deep...and its waiting...I really like this book although I'm partial to the whole Greyhawk mystique. I think the writers have tried to be faithful to Gygax's creation while adding their own unique handprints.
REVIEWED BY TIM JANSON

Used price: $7.48

Candid Conversations with Professional GamblersReview Date: 2004-03-04
What I liked about this book the most is the personal information learned about these very famous gamblers. How they started on the road of gambling, personality, views on other gamblers and what it is like to be a professional gambler. I didn't expect them to be so candid and honest. The stereotype that most gamblers are liars hooked on drugs and alcohol didn't even come close to being upheld, most of them talk about having a great routine of exercise and are either completely against drinking and drugs or very infrequently touch it, especially while "working".
There are some really great stories about things that they've gone through, some shaken down by the government/police for money or flat out robbed by someone waiting in the parking lot. Being a millionaire one day, broke the next, and back again the day after. The gamblers don't give up secrets about particular games, which is something I didn't expect to see anyway since every time someone does then everyone knows and it doesn't work anymore.
The book is what you would expect if you were buying based on the title, candid conversations with professional gamblers. I enjoyed it.
A book worth reading!Review Date: 2004-08-19
Interviews with 8 GamblersReview Date: 2006-01-19
The author is not famliar with some of the answers as evidenced by reference to Harvel (for Harville) and may have lost other details in the transcription. An interesting aspect of the book is the definition of gaming slang (e.g. going broke). None of the questions are very pointed and the answers are equally dull. There is nothing about the questions or answers which is going to "open the bank" for any one. Instead, the book points to hard work and frequent losing streaks for the interviewees. Recent interest in poker may stimulate some interest. It was interesting to compare and contrast the answers and come away with my own picture regarding the key factors to success.
It is a fiction. Don't expect to find the secrets of the professional gamblers.Review Date: 2005-07-28
My favourite gambling book (out of more than 50!)Review Date: 2005-02-21

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An excellent addition to the Icons of Dungeons and DragonsReview Date: 2007-04-18
ReviewReview Date: 2007-04-09
Over all a good miniReview Date: 2007-04-05
Just like the Red and Black the details are great and so is the paint job.
Gargantuan miniature is huge successReview Date: 2007-03-23
THE MASTER OF LIGHTNING!Review Date: 2007-02-19
The Dragon is indeed gargantuan and impressive measuring around 8" long (and that's WITHOUT the tail extended) and stands about 6" tall. The Dragon's paint job is a nice glossy, bright blue which reflects the light very well creating an almost shimmering appearance which I really liked. The eyes have a certain evil malevolence to them that was also a very nice touch. The detail of the muscles and the beast's scales and claws is very good. I also like the sharp, bony protrusions along the spine that actually look the way you'd expect bone to look. The only complaint with the paint job is with the teeth, which are simply, too white and should have been yellowed to match the age of a great and ancient dragon like this.
It of course comes on a base and will look wonderful on a shelf as a decorative item even if you don't plan on using it in your gaming adventures. In addition it comes with a fold-out, full-color battle map, a game stat card and a scenario sheet. This lighting-spewing monstrosity is truly a site to behold and a fantastic new release from Wizards of the Coast. Highly recommended and well worth the price!
Reviewed by Tim Janson

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"Much ado about magic" is pointless...but funny!Review Date: 2000-01-03
Most of the Stories are Excellent.Review Date: 2002-01-09
Nicely VariedReview Date: 2001-03-21
Not bad at allReview Date: 2000-09-13
good storiesReview Date: 2000-04-19

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Less than magicalReview Date: 2008-07-15
A great new children's bookReview Date: 2008-07-11
I'm not sure that I can say why, exactly -- the elements in the story -- boy picked up off the street, marked by magic for greatness, turns out to have a mysterious past -- are all reasonably familiar from other books, but somehow the way the author combines the elements, the voice she creates for her two main characters, and the humor she sticks in, plus the unsolved mysteries she establishes, make for a whole that is far more than the sum of the various parts.
It is great praise to say that the main character reminds me a bit of Megan Walen Turner's main character in "The Thief" and its two Eddis/Attolia sequels. The Thief and the following books have some of the best writing for young people that is out there (the next book is eagerly awaited), but the second two especially are not suitable for small kids. The Magic Thief is lighter and seems appropriate for just about any age. A very nice addition to the world of children's books; I look forward to the two promised sequels with great anticipation.
A Must Read!Review Date: 2008-07-04
A Magical ReadReview Date: 2008-06-27
Skillfully written, Oustanding, Wish it didn't have to end!Review Date: 2008-06-29

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A facintating story continues!Review Date: 2008-03-27
I felt that this book was addictive! There are so many explanations and mysteries revealed that I felt that I didn't want to miss anything. Sarah -again-does such a phenomenal job of creating such multi-dimensional characters. It seems that everyone has secrets and a dark past. I also thought that this book was equally emotionally charged as the other two books. Felix and Mildmay both have handled their abuse suffered at Malkar Gennadion's hands differently, but with equally disastrous results. Gideon suffers a terrible end, and Mildmay's nightmares of his past as an assassin continue to haunt him.
I found that I liked Mehitabel Parr as a major voice and character in this book. Her past is revealed as well, which again explains many things about her that were merely alluded to in the second book, 'The Virtu'.
You might be able to jump into the series by reading 'The Mirador', but the author does not give any review of the events leading up to this third book. You will understand it, but so much of this third book covers events from the first two books.
I look forward to reading the next book in the series, and the evolving story of Felix and Mildmay. Sarah Monette has becomes one of my favorite authors!
Haunted and Haunting Characters and Setting--a Memorable Read.Review Date: 2007-10-15
Here we are in the labyrinthine, ancient, haunted Mirador, full of betrayal and intrigue. The past also haunts the three main characters of this tale: Felix, the powerful wizard who was once broken in mind and accused of treason and whose difficult personality is the result of a dark past; Mildmay, Felix's former assassin, coarse-talking brother, tied to Felix by magic; and Mehitabel, now a successful actress, who is blackmailed into spying by her past ties to the Bastion.
Felix is concerned by the residual effects of his former evil master Malkar and is driven to investigate ghosts and the darker forms of magic, while increasingly troubled by his own dark inclinations in his personal life that is driving his lover and friends and brother away from him as well as isolating him in a Court full of intrigue and enemies.
Mildmay has nightmares of Malkar, too, but also of his murdered lover Genevra, that drive him back into the dangers of the lower city--and his own dark past-- in order to find out who was responsible for her death.
The two brothers continue to be in conflict, their personalities so different, their pasts so traumatic but also so disparate, only linked by blood and magic and their place of birth. The center cannot hold and disaster looms, for the characters and the Court of the Mirador, as some ghosts can be laid and some cannot.
I enjoyed this installment even more than the previous, since the characters and their problems were laid bare. There cannot be any quick fix for such well-drawn, deeply traumatized characters. They can just try to carry on and fight the darkness in their souls, as well as external threats that can at times seem dwarfed by their interior struggles. And there remains the amazing world-building, the very real sense of place, the theory of the various magics, the competing magic schools and philosophy... It all adds up to another fascinating read.
Love this seriesReview Date: 2007-10-08
I don't know if I enjoyed this 3rd installment as much as the first two. Don't get me wrong, I liked it quite a bit. And the first 2 were so good, that even if this one wasn't as engaging, it is still worth 5 stars.
Not as engaging as the first two, but still superb...Review Date: 2007-09-17
characters to die forReview Date: 2008-02-05
I've been reading fantasy for more than 50 years, and I can honestly say---Wow! This woman can write!!
This is character-driven fiction. And what wonderful, multidimensional, complex characters. Mildmay has to be one of the most fascinating voices in all literature. He's the reader's "honest informant"; I'd love for his voice to go on and on through another few books...Her plots are serpentine, political and unexpected, and the world she's created is at once familiar, so we don't get lost in the world-building, and exotic, so we find a new experience on every page. Talk about mind candy.
I will now read anything this talented woman chooses to write, so all I ask is that she keep on working and give us more. Of anything.
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