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United in their natural form they are one, sharing all their memories, experiences, and lives. Apart they are six, the only existing members of their ancient race, a species with the ability to assume any form once they understand its essence. Their continued survival in a universe filled with races ready to destroy anyone perceived as different is based on the Rules. And first among those Rules is: Never reveal your true nature to another being. But when the youngest among them, Esen-alit-Quar, receives her first independent assignment to a world considered safe to explore, she stumbles into a trap no one could have anticipated. Her only means of escape lies in violating the First Rule. She reveals herself to a fellow captive―a human being/ While this mistake might not ordinarily prove fatal, the timing of the event could not be worse. For something new has finally made its way into the Universe, the Enemy of the Web, bringer of death to all forms of life. And the hunt it about to begin.
Walt Harrington, a Washington Post reporter and author of two acclaimed books of non-fiction narrative, offers an anthology of first person journalism.
The mysterious and incredibly powerful Artefact threatens insanity and death to all aboard the Enterprise.
Why does a lawful creature with an Intelligence score of 17 spend its time lurking alone in dungeons? Shouldn't it be out conquering the world? This sourcebook, the seventh in the Complete Guide series, looks at beholders with a critical eye. It expands the ranks of beholder variants, gives their culture depth, and describes the nefarious beholder cults that spring up among humanoid races. A guide for the d20 gaming system.
When Thomas Chatterton, a brilliant literary counterfeiter, is found dead in 1770, the mysterious circumstances surrounding his death are unraveled in succeeding centuries.
This art-filled sourcebook about aberrations in the D&D world takes a comprehensive look at bizarre monsters and the heroes who fight them. Illustrations.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
“Sparkles with beauty, intrigue, and romance.”—Kiera Cass, #1 New York Times bestselling author of the Selection series Selah has waited her whole life for a happily ever after. As the only daughter of the leader of Potomac, she knows her duty is to find the perfect match. But after an excruciatingly public rejection, Selah’s stepmother suggests an unthinkable solution: Selah must set sail across the Atlantic to visit a series of potential suitors—and if she doesn’t come home engaged, she shouldn’t come home at all. From the gardens of England to the fjords of Norge, Selah’s quest will be the journey of a lifetime. But her stepmother’s schemes aren’t the only secrets hiding belowdecks…and the stakes of her voyage may be higher than any happy ending. Lush landscapes, dazzling romance, and captivating intrigue await in this stunning alternate historical YA debut—perfect for fans of The Selection or Caraval.