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In the aftermath of the plague demons' attack on Fallcrest, Roghar's inspiring optimism has played a significant role in the rebuilding of the town. Albanon, meanwhile, has not recovered so well. Tormented by his experiences and his near-transformations first by Vestapalk then by Kri, he has retreated to Moorin's tower, where he immerses himself in books. He is the last member of the Order of Vigilance, touched by both the Voidharrow and Tharizdun--he feels as if he stands on the brink of madness. The Nentir Vale has been ravaged by the abyssal plague and the plague demons. The area is lawless and suspicions run rampant. Only safe as long as they hide, the heroes scout as close as they dare. But with Vestapalk growing ever-stronger and plague demons on the rise, they know they have to act soon. The world cannot afford to wait any longer. As they journey toward the greatest concentration of demons they learn they are on the right path and they gain an ally. Kri, believed dead, resurfaces with wisdom garnered from the Chained God. It seems even Tharizdun himself is against Vestapalk.
With no memory of his past, a lone hero must fight two battles—one to understand his identity and one to defeat the demon that now plagues Faerûn Demascus wakes up on the cold stone slab of an ancient altar. He doesn’t know who he is. He doesn’t know where he’s from. He doesn’t even know his own name until a stranger tells it to him. But someone—or something—wants to kill him. This he knows with the certainty of the grave. At the same time, a demon from a dead universe—a gift from the Chained God—is freed from its fossilized prison. Its essence takes root in the nightmare reality of the living, sparking a transformation once thought halted by forgotten heroes. Dodging knives, uncovering clues left by his past life, and dueling demons, Demascus must figure out who he is, who his enemies are, and what battles he is fighting. Along the way, he will discover that he is the last of the forgotten heroes—the only thing that stands between the light of the world and the phantasmagorical torments of the Abyss.
Following close on the heels of The Mark of Nerath, Don Bassingthwaite picks up the action and takes the characters into the eye of a new kind of Dungeons & Dragons® adventure... Imprisoned in the void of a ruined universe by vengeful gods, Tharizdun—the Chained God, the Elder Elemental Eye—shares his exile with the Progenitor, a pool of liquid crystal that is all that remains of the Abyss that destroyed his universe. Enter our heroes Albanon, Shara and Uldane—all three adventurers readers will know from The Mark of Nerath. They thought their quests were over and done with, but danger still burns like the embers of a smoldering fire in the tall grass. The Progenitor was locked safely away, guarded by Albanon’s dead master, but early on our heroes realize it was stolen and released in the presence of the green dragon Vestapalk as he fell at Shara’s sword. Now, alerted to the danger of the liquid crystal by a mysterious cleric who claims allegiance to an order that has protected the substance for time immemorial, they must go in search of the dragon’s body, to ensure his demise has not been exaggerated. What they discover has consequences that could change the world...
"If one suffers, I suffer. If one is chained, I am chained." My faith called me to become a Lance. My compassion drew me into one of the fallen lands. Through my connection with the Chained God, I alone can find and destroy the Horror that stains the land. Death can no longer chain me. But I couldn't have imagined the madness waiting for me in this village. I'm not sure my faith can withstand the secrets I'll uncover. Or that my compassion can survive the violence to come. This Horror may swallow me whole. Death can no longer free me. A creature stalks in the dark. Buildings burn. People die. An altar has been built on the village green.
Shadow is a man with a past. But now he wants nothing more than to live a quiet life with his wife and stay out of trouble. Until he learns that she's been killed in a terrible accident. Flying home for the funeral, as a violent storm rocks the plane, a strange man in the seat next to him introduces himself. The man calls himself Mr. Wednesday, and he knows more about Shadow than is possible. He warns Shadow that a far bigger storm is coming. And from that moment on, nothing will ever he the same...
HOW DO YOU WANT TO DO THIS? A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder. Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you’ll find new character options, a heroic chronicle to help you craft your character’s backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign… · Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world’s most popular livestreaming D&D show. · Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria—such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy. · Start a Dungeons & Dragons campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
Savaged by the K
Following directly in the wake of The Temple of Yellow Skulls, our heroes face the totality of the destructive and pestilent forces presented by the Abyssal Plague. The disease of the liquid crystal Voidharrow spreads throughout the land, transforming unsuspecting creatures into plague demons. Shara, Uldane, and the unlikely drow hero Valmaggar join forces with Tempest and Rohgar from The Mark Of Nerath, and together they set out in search of the green dragon Vestapalk, or the creature Vestapalk has become--the patient zero of this abyssal plague. Meanwhile, Albanon and the mysterious cleric Kri Redshal--the last remaining member of the Order of Vigilance, an order dedicated to guarding the Voidharrow--go in search of answers to the disease that sweeps the land. While their search takes them deep into the heart of the darkness that is enveloping the land, the answers they find are truly in need of new questions. As they become aware of the true scale of the tragedy at hand, they see the forces behind them are more powerful than they had ever dreamed, and perhaps more seductive.
Beneath a crimson sun lie wastelands of majestic desolation and cities of cruel splendor, where heroes must battle the horrible monsters and vicious raiders who roam the desert, while in the cities undying sorcerer-kings crush any who dare to oppose them. This is Athas, the unrelenting world of the Dark Sun®; a world shaped by inherently destructive magic, and ruled by intrinsic evil. In such a world, the forces of good—and the heroes who emerge in this unforgiving land—fight not only for themselves, but for life of the world itself. Aric, is a half-elf with a rare natural ability with the psionic discipline known as “the Way.” When Aric is brought into a quest to search for a priceless trove weapons, he would rather keep his head down and live a simple life. But nothing is simple in the city of Nibenay with it reclusive ruler known as the Shadow King. And in a world where metal is the rarest of commodities, Aric’s “way” with metal is an even rarer talent. Enlisted by the Shadow King himself to seek out this cache of metal weaponry, Aric heads into the desert with a treacherous band of adventurers. Allegiances are tested and secrets are uncovered. But sometimes the secrets hidden by the sands of time should remain undiscovered. When Aric and his band uncover an evil perhaps greater than the Shadow King himself, it is a race against time to see who will harness its power.
Simon, later named Peter, is a common fisherman in Galilee. A carefree braggart, Simon is devastated when his wife dies in childbirth. His call to follow Jesus changes his life. The Eye of God: A Fisherman’s Tale takes place during forty years of Roman rule by four successive Emperors. Simon Peter, now a “fisher of men,” is determined to save Jesus from a Roman crucifixion; but when he fails, he spends the rest of his days preaching Jesus’s startling new belief system. What did it take to draw followers to the dawning of a better world? The Eye of God: A Fisherman’s Tale seeks to answer that question.