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The orcs of Grimwood summon an ancient evil. . . A mountaineering expedition to retrieve a griffin's egg goes horribly wrong, at least for most of the climbers. . . A soldier begins to believe his commander is not what he seems. . . A dungeon door poses a problem for an experienced party of adventurers. . . A unique trap appears to be inescapable, but for one desperate plan. . . Here are five tales set in the good old days of fantasy gaming, when friends sat around the kitchen table late into the night rolling dice and sharing adventures. Relive the spirit of the past (or even the present!) with stories of epic combat and base trickery, stories that any adventurer would be proud to tell over a mug of ale at the local tavern. Includes the short story The Trap, co-written by special guest author Tony Rudzki.
Almost sixty years ago, Darkbrook, the only school of magic in the United States, opened its doors to students of decidedly different natures, sending out letters of invitation to the elves, the dragons, and the vampires. The three who responded to the invitation banded together despite their differences but vanished only weeks later along with an entire classroom full of students and their teacher after a field trip gone horribly wrong. The Wild Hunt has healed and the Hounds have grown closer together, keeping Darkbrook's forest safe and secure for those who live there. Malachi, one of the eldest members of the Wild Hunt, has adapted to Josiah's spell to help him see, but when a demon boy trapped in the body of a human body for sixty years inside the school disrupts the newfound calm, the Hunt--and those they protect--are thrust into a struggle that should have ended long ago when a vampire, an elf, and a dragon vanished into the Mists.
Your favorite award-winning, critically acclaimed, and best-selling authors unite to tell stories set in the Dungeons & Dragons world, filled with desperate dragons and cruel elves, honorable demons and fickle gods, wild magic and the sharpest of steel. You don't want to miss this rarest of opportunities to get a glimpse into the D&D adventures created by some of the most brilliant fantasy writers of our age.
Caric, a brave knight, challenges the evil wizard in his mountain hideaway. The reader's choices determine the outcome of the plot.
Karen Montgomery was an ordinary woman until she stumbled into the extraordinary... A bargain with elves worth its weight in gold. A plague of sinister ladybugs. Rogue vampire hunters, including one who tries to turn over a new leaf--with disastrous consequences. A ghostly huntsman of the Wild Hunt wishing for redemption. Karen's life will never be the same again. One wrong turn sends Karen down a road that shouldn't exist, to the site of an old accident and an even older mystery. With reformed vampire hunter Russell Moore's help, Karen finds the key to the mystery. But Russ keeps his own secrets...some of which are deadly. When old friends from Russ' past come to call, Karen realizes his secrets might just mean his doom. After a terrible incident three years ago, before Karen met him, Russ wants only to live the rest of his life quietly in Beth-Hill. But his secret might not allow him the new lease on life Russ longs for.
Shannon's little boy Daniel has disturbing psychic powers. He talks to the wind--and it listens. All Shannon wants is a normal life. She wants to forget the cult of the Windwalker, a dark god from another dimension, and the terrifying night when her child was conceived. But her first love, Nathan, son of the cult leader, contacts her for the first time since that horrific ceremony. He claims his father is stalking Shannon and Daniel. Whose child is Daniel, Nathan's or the Windwalker's? Nathan's father plans to use Daniel to open a gate between dimensions and unleash chaos on our world. To save her child and become reconciled with her first love, Shannon must embrace the strange powers she has rejected.
In a world where hostile nations wield magic in combat, twin sorceresses separated at birth and brought up on opposing sides of the war find each other. Together, they face persecution for using wild magic, fight against traitors and assassins, explore family secrets, and discover the hidden origins of magic itself. Above all, to protect their world, they must deal with ancient, powerful dragons that most people don't even believe exist. Most people in the country of Saphradea admire sorcerers and dream of having magical powers. Not Merina, a young woman who detests magic because she thinks it ruined the life of her mother, a failed sorceress candidate who abandoned her in infancy. When Merina's fiance, Trinames, announces he's decided to go for training as a Healer sorcerer, her personal world turns upside down. Merina is heiress to a tract of rich farmland, and she wants only to manage her own property and bring up a family in peace--a dream she thought Trinames shared. Yet events conspire to force her into a realm of magic and intrigue she never wanted. When Trinames is kidnapped and she strikes out across the wilderness to rescue him, in company with a wandering trader who turns out to be more than he appears, she runs into a crisis that awakens magical powers she shouldn't even possess.
A Dreamer dreams the future when the past is not yet laid to rest. Ten years ago, a plague swept across the Seven Kingdoms. Ten years ago, the Queen of Iomar's son was exiled and named the author of the magical plague. Now, in the present, Terrin works to complete his ultimate goal: Control of the Seven Kingdoms using his son's power to supplement his own... Events set in motion ten years ago come to a head as Skade, the reclusive Queen of Iomar, and Nicodemus, who is imprisoned by Skade, struggle to free Alban and the vampire from Terrin's grasp. Old secrets come to light when Skade's exiled son is forced to face his past--or die trying to redeem himself once and for all. Can the crimes of the past truly be forgiven? Only time will tell...and time is running out.
n the Divine Realm, to kill a god is to become one yourself. But who would dare try? Alex Connor's life was turned upside down when the god of light Arre summoned him to the world of Lehask. Alex went from being an ordinary high school student who loved fantasy games to living in a true fantasy world. Despite that the only monsters he'd ever killed were on his computer screen, Arre compelled him to kill the Demon King. Against all odds, the former nerd gamer completed the mission, but he was badly wounded and the friends he brought along to help him fell. As payment for his bittersweet victory, the evil avatar attempted to kill him and murdered the girl he loved. Following his narrow escape from Arre, Alex is found by a powerful mage who hides, heals, and apprentices him. Using transformative magic, Alex makes himself stronger and harder as he plots his revenge. But, to take on the demiurge who betrayed him, he'll need to be nearly invincibleā€¦and ready to face rivals on other planets in the Divine Realm if and when he becomes a god himself.