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The gods have been proven mortal and new heroes will arise as the battle continues in the sequel to Age of Myth—from the author of the Riyria Revelations and Riyria Chronicles series. In Age of Myth, fantasy master Michael J. Sullivan launched readers on an epic journey of magic and adventure, heroism and betrayal, love and loss. Now the thrilling saga continues as the human uprising is threatened by powerful enemies from without—and bitter rivalries from within. Raithe, the God Killer, may have started the rebellion by killing a Fhrey, but long-standing enmities dividing the Rhunes make it all but impossible to unite against the common foe. And even if the clans can join forces, how will they defeat an enemy whose magical prowess renders them indistinguishable from gods? The answer lies across the sea in a faraway land populated by a reclusive and dour race who feel nothing but disdain for both Fhrey and mankind. With time running out, Persephone leads the gifted young seer Suri, the Fhrey sorceress Arion, and a small band of misfits in a desperate search for aid—a quest that will take them into the darkest depths of Elan. There, an ancient adversary waits, as fearsome as it is deadly. Magic, fantasy, and mythology collide in Michael J. Sullivan’s Legends of the First Empire series: AGE OF MYTH • AGE OF SWORDS • AGE OF WAR
For readers of Brent Weeks, Joe Abercrombie, Peter V. Brett, and Scott Lynch comes the first book in a fantastic, hilarious new sword-and-sorcery series that puts a clever new twist on the golden age of epic fantasy. Robbing tombs for fun and profit might not be a stable career, but Egil and Nix aren’t in it for the long-term prospects. Egil is the hammer-wielding warrior-priest of a discredited god. Nix is a roguish thief with just enough knowledge of magic to conjure up trouble. Together, they seek riches and renown, yet often find themselves enlisted in lost causes—generally against their will. So why should their big score be any different? The trouble starts when Nix and Egil kill the demonic guardian of a long-lost crypt, nullifying an ancient pact made by the ancestors of an obscenely powerful wizard. Now the wizard will stop at nothing to keep that power from slipping away, even if it means freeing a rapacious beast from its centuries-old prison. And who better than Egil and Nix—the ones responsible for his current predicament—to perform this thankless task? Praise for The Hammer and the Blade and Paul S. Kemp “A gripping tale [with] the feeling of a classic Dungeons & Dragons campaign.”—Publishers Weekly “Most heroes work up to killing demons. Egil and Nix start there and pick up the pace.”—Elaine Cunningham, author of the Thorn Trilogy “Kemp delivers sword and sorcery at its rollicking best, after the fashion of Fritz Leiber’s Fafhrd and the Gray Mouser.”—Library Journal
Icewind Dale. Windswept passes and forbidding glaciers stand at the top of the world. Below them, in the cold valleys, an evil force broods: the magic of Crenshinibon, the crystal shard. Now dwarf, barbarian, and drow elf join to battle this evil. Tempered in the furnace of struggle, they form an unbreakable friendship. A legend is born. Dark elf Drizzt Do'Urden and his companions, Bruenor, Wulfgar, and Regis, dwarven warriors each with their own special tribulation, fight for their ancestral home, Mithril Hall.
Black Powder is Warlord Games' first publication. It is a beautiful book in its own right with hundreds of color photographs taken by the Perry brothers of the most exquisitely painted model soldiers from their world-renowned collection. The rule book's intention is inspire a collector to play gentlemanly games with their own collections of soldiers with friends where the emphasis is on the spirit of the age of musket, not the letter of the rule. With decisive battles from the key wars of the period, such as El Teb, from the Sudan War, Ntombi River from the Zulu Wars, Alma from the Crimean War and Freemans Farm from the American War of Independence, as well as two fictional scenarios from the American Civil War and Napoleon's Wars, there really is something to keep everyone happy. It is a hearty publication and not for nitpickers or miseries. There are some good gags in it, but it also plays well and enables players to conduct a very big battle in a civilized period of time, leaving them more time to chat about the highs and lows and what ifs. Rick Priestley is best known as the famous Warhammer and Warhammer 40000 author, the world's best selling table top miniatures game and Product Director for Games Workshop. He lives in Nottingham. Jervis Johnson is also an internationally renowned games writer and luminary in the gaming world. Jervis also lives in Nottingham but has a very posh voice.
The Dark Empire of Granbretan has humiliated and mutilated Dorian Hawkmoon, but it cannot rob him of his two consuming passions: his love for Yisselda of Brass and his hatred of her ruthless suitor Meliadus. But before he can defy the Dark Empire and win the beauteous Yisselda, he must seek the Runestaff, a quest that will send him into barbaric wonder and perverse evil ... and only if he succeeds will he avert the doom of all the world...
Set Sail for Adventure! From the jeweled islands of the tropics to the ice-choked polar seas and everywhere across the bottomless briny blue, the Pirate Campaign Compendium from Legendary Games offers 448 pages of amazing expansions for any nautical campaign using 5th Edition DnD. This beautiful book is perfect for embarking on epic journeys of exploration above or below the waves, voyages to distant shores, or full-on pirate campaigns of plunder and pillage! The Pirate Campaign Compendium brings you an incredible collection of rules for nautical campaigns of every kind, including:- Dozens of archetypes, class features, feats, and more for nautical characters like the privateer, and ship mage, new sorcerer metamagic and wild shape options, and tricks for underwater combat like Eel Strike and Sea Shooter, plus new character backgrounds and expanded firearm rules!Maritime magic with over 60 new magic items and nearly 70 spells drawn from traditional Caribbean pirate lore but also from the distant corners of the fantasy world, from Arabia to the Arctic, to the Far East and South Pacific!- FIVE complete adventures for characters from 4th to 14th level!- Over 40 savage sea monsters ranging from Challenge 1/8 to 23, from coral golems and seaweed leshies to deep ones and the star-spawn of Cthluhu!- Nearly 70 ready-to-use NPCs from common pirates to officers of the line, as well as richly detailed and evocative heroes and villains ideal as recurring characters and playable pirate PCs.- Simple and advanced ship-to-ship combat rules, plus a dynamic and exciting fleet battle system for running major naval engagements and modular rules for shipbuilding and special ship modifications.- Plus tons of bonus material for navigation and storms at sea, fame and infamy, aquatic and underwater terrain, shipwrecks and plunder, shipboard roles, pirate punishment, grog, seasickness, sea shanties, a pirate glossary, and even peg legs and eyepatches!The Pirate Campaign Compendium is your indispensable resource for any 5th Edition campaign that charts a course for adventure on the open sea! It's time to leave the shore behind and Make Your Game Legendary!
My name is James, but my mom's the only person that can call me that. To everyone else, I'm JD-a struggling artist, working my fingers to the bone for my shot with one of the big comic book companies. Oh, and I work nights, managing a dive called Judson's Bar and Grill. I know, the dream life. Things were boring, disappointing, even. Until one faithful night, when everything changed. Why? Where do I start? First: An odd woman showed up in a booth while I was trying to close for the night. Rude, but on its own, not so weird. She was dressed in a kimono and had a sword in her lap. That part? Getting a little strange. Second: It turns out she's a mistress at a magical academy and had been looking for me. Right? Please pick up on my sarcasm. Except, she proved it, and with just a few violent swings of her very real sword, ensured I both didn't have a job any longer, and more or less had to follow her into a scary, glowing portal. Where did it take me? A surreal place called Zenith Academy, and a life I'd only ever dreamt of. And that is just the beginning. It turns out they've been fighting a war for thousands of years, and I've just been drafted.