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What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it? Only Lady Vol knows the truth. Her deadly cat-and-mouse game leads the characters from the wilderness of Q'barra to the wild coasts of the Lhazaar Principalities and the soaring peaks of Argonnessen. There, at last, they can learn the secret of the Dragon's Eye and foil the lich queen's plans ... if they survive!
Can you kill the dungeon before it kills you?
The ultimate magic sourcebook for the newest Dungeons & Dragons(R) world. "Magic of Eberron" explores the variety of magic available in the Eberron world. It introduces a wealth of new arcane and divine spells, and artificer infusions. Chapters explore the more unusual manifestations of magic in Eberron, such as elemental binding, dragonshards and dragon magic, and the corrupted magic of the daelkyr. A chapter on lost magic explains how to make the discovery of new magical secrets a central feature of any Eberron campaign.
The third adventure for the new Dungeons & Dragons( Eberron campaign is designed to either be a stand-alone adventure or an immediate follow-up to "Shadows of the Last War" and "Whispers of the Vampire's Blade."
About the Book If you had the power to kill trillions of lives with three words, why would you do it? For one cursed soul, her motive was revenge. On a planet called Kador, there existed a planet-wide empire called Alonava. It was home to many talented wizards who wielded magic by drawing words represented by arcane symbols. However, the people of Alonava were in grave danger at the hands of a powerful necromancer called the Lich Queen. She sought the deadliest spell of all time, the Armageddon Incantation. To cast the spell, all she needed were three words sequestered in the most unreachable of places. An audacious and kindhearted wizard named Talia and a sensible scholar named Suki uncovered the Lich Queen’s plan, but their superiors refused to help them. With the fate of the world at stake, these two women must unlock the secrets of the past and uncover the Armageddon Incantation. If the Lich Queen got the spell first, then all hope will be lost... or maybe not. The Armageddon Incantation tells the story of a world where magic comes from the power of words. Revenge and Anger can cause destruction and pain, Incuriosity can cause forgetfulness and loss, and Apathy can cause inaction. However, as Talia and Suki will learn, there is only one word more powerful than them all. About the Author C.L. Armerding eagerly presents his second book after Path of the Whiptails. Inspired by archaeology and calligraphy, he wrote another tale to excite and inspire.
Campaign book; compatible with the "5E" edition rules of Dungeons & Dragons.
Will the adventurers be able to thwart the machinations of a mad dragon in the hopes of saving the city of Sharn from certain destruction? This is the first full adventure for Eberron with the fourth edition Dungeons & Dragons rules.
Twins Raistlin and Caramon investigate a frightening string of disappearances and murders in this prequel novel to the Dragonlance Chronicles Darkness and unrest are growing. People disappear in the night, and there are rumors of foul forces at work. To this land caught in the grips of a nameless terror come Raistlin and Caramon Majere, two brothers—one a wizard, one a warrior—who are trying to eke out a living on the backroads of Ansalon. Desperate for money, they agree to take on a job in the backwater village of Mereklar, where a series of disappearances has sent everyone into a panic. A beautiful noblewoman persuades Raistlin, Caramon, and their kender companion, Earwig Lockpicker, to search for the missing. But what starts out as an intriguing mystery turns sinister when the town’s leading citizens are murdered by what appears to be a violent feline beast. A ball of string, an ancient legend, and three magically glowing lines lead the twins to the truth—and to a confrontation with a deadily foe. On the fabled Night of the Eye, Raistlin will supposedly acquire great magical power . . . and he’ll need it if he is to survive.