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41. The Rebellion: The Stonetellers,
$4.24
42. Goblin Nation: The Stonetellers,
 
$2.57
43. Night of the Tiger (Endless Quest)
 
$9.95
44. Biography - Rabe, Jean ((?)-):
$2.50
45. Death March: The Stonetellers,
 
$22.50
46. The Jungles of Chult
$28.61
47. Quag Keep & Return to Quag
 
$13.77
48. Krynnspace (Advanced Dungeons
$215.36
49. Vale of the Mage (Advanced Dungeons
$3.88
50. Way of the Witch
 
51.
 
$40.00
52. The Book of Magecraft (AD&D/Birthright)
 
$69.75
53. Cities of Mystery (AD&D Roleplaying,
 
$78.19
54. QUINTA ERA
 
55. Polyhedron Newszine - Vol 10,
 
56. Polyhedron Newszine - Vol 10,
$133.92
57. Die Nacht der Drachenlanze 05.
 
58. Return to Quag Keep
 
59. The Dawning of a New Age The Fifth
 
60. Polyhedron Newszine - Vol 11,

41. The Rebellion: The Stonetellers, Volume One
by Jean Rabe
Kindle Edition: 311 Pages (2010-01-13)
list price: US$6.99
Asin: B0034184SM
Average Customer Review: 3.5 out of 5 stars
Canada | United Kingdom | Germany | France | Japan
Editorial Review

Product Description
Jean Rabe returns to the world of Dragonlance with a tale of slavery, rebellion,and the struggle for freedom!

When a series of earthquakes strike a Dark Knightmining camp, goblin and hobgoblin slaves take advantage of the bedlam and revolt.A fast and deadly rebellion erupts, pitting the Dark Knights against their slaves...and against the still-rumbling ground. Casualties on both sides climb as a leaderemerges among the slave force --Direfang, a hobgoblin foreman with deep scars anda long, brutal history of servitude. He must rally the surviving goblins and hobgoblinsand lead them out of Neraka, turning his rag-tag force into an army that will notallow itself to be enslaved again.


From the Paperback edition. ... Read more

Customer Reviews (5)

2-0 out of 5 stars A disapointment
I haven't read a lot of book from this author, but this one is one of the worst I ever read among the Dragon Lance collection.

First of all, like all book one oftrilogy, this one took a while to present all the main characters before the action begin to be more intense. The problemis that it take an eternity before things were set into motion.

Second, so few tings happen from the beginning to the end, even when firts events change the fate of Steel Town.

Finnaly, the story and the evolution of what happen was a disapointment.Espacially with some Darks khnigts involve with goblins and where goblins they decide to go at the end of the book.

Most of all goblins characters in the story were non interesting and simple-minded like what we can espect from goblins and this book dosen't help to redem my perception of this race or to make the reading funny. Hope books 2 and 3 are not as bad as this one.

4-0 out of 5 stars A great start to the goblin trilogy.
The Rebellion is the first book in The Stonetellers Trilogy by Jean Rabe, and Jean's third trilogy I the world of Krynn. To begin, I must say that a lot of the reviews I had seen regarding the book scared me a little bit. So going into this first book I was a bit hesitant. Now having read the novel, I am glad that I decided to read the book. For me, it was pleasantly surprisingly a good book. There are no returning characters from Dragonlance in this novel all are new.

The book takes place in Steel Town for a portion of the book, and the rest of the book in the Khalkist Mountains. I felt that the pace was a bit slow at times, but it was all just set up for the second book. I did not have a hard time at all getting a feel for goblin characters. I did feel a bit sorry for them, having grown up in slavery their entire life. They desired freedom, same as any "intelligent" race of Krynn.

The book follows the desired of a hobgoblin named Direfang, who is the main character of the novel. There are several other goblins, and a few Dark Knights that are the central characters of the novel. There one thing of note that I found very interesting with this book. We get to see a goblin shaman who is able to use earth magic. She then finds other goblins that are able to use this magic also, and they are able to combine their magic to make a more powerful spell together. I was very happy to see something like this in a novel, rather just being in the gaming sourcebooks.

The major thing I did not like about this book is that it tried to show itself off as the "first goblin nation on Ansalon". Wizards of the Coast tried to sell it like that also, but it seems they all forgot about the goblin nation of Sikk'et Hul over on Northern Ergoth. This is where I thought the book series was going to take us too, but now having read the book I can understand a shaman's manipulations as to where they are going and why.

Overall, I enjoyed this book. Any Dragonlance fan out there should read this novel, but if you are just starting out with the series I highly suggest you do not pick this book up. You should instead focus on the core novels, while this is a good supplement to those and will be a good series once Death March and Goblin Nation come out.

5-0 out of 5 stars Goblins, goblins and more goblins
I luckily picked up this book before I went on vacation.The only thing I didn't like about this book was that I found myself staying up late to read just one more chapter.Needless to say, my vacation outlasted the book.

It was a wonderful read, granted it was about goblins, but this is Dragonlance and it's refreshing to see things from the prospective of something usually considered dragon snacks or fodder for the next fight.

Even though I was left shocked at the end of the book (and a bit sad that I couldn't run out and pick up the second book in the series) this is somethingI am looking forward to reading more of.

5-0 out of 5 stars Wonderful Reading
I did not expect to enjoy this book as much as I did, goblins and hobgoblins not being high on my list of interesting creatures.But with the first chapter, Jean pulled me in to the Dragonlance world.

By the end of the book, I was caught up in the plight of the rebellious slaves and their struggling masters.I'm afraid that the next book will bring more sorrow than joy for them, but I can't wait to read it and find out what happens.

2-0 out of 5 stars A Sub-par Dragonlance novel
The Rebellion by Jean Rabe set in the Dragonlance realm is the first book in The Stonetellers trilogy. The second book will be released in August, 2008 and is titled The Death March. I should preface this review by saying that I have enjoyed Ms. Rabe's previous work, in particular the Dhamon Saga; which in my opinion is a very well written trilogy and certainly showcases Ms. Rabe's talents as a writer.

The plot of this book is rather straightforward in that it follows a group of goblin and hobgoblin slaves in a mining camp run by Dark Knights. The mine must continue to run smoothly in order to provide the steel for Dark Knight swords and armor. When devastation comes to the camp all the slaves unite and rebel against their slavers. Throughout the book the former slaves struggle to find their way out of the mountains, the face attack from monsters, as well as a couple other things that I won't mention. There are very few sub-plots in this book, in fact the biggest sub-plot in the novel isn't touched upon until the last fifteen pages of the book. While that is perfectly fine, since this is the first book in a trilogy, as a reader I would have liked to see a few hints leading up to it. All in all it's a pretty simple plot line, so far since there will be more books, but it just seems like an average story at best.

The characters in this book fall into two categories. One, you have the group of goblin and hobgoblin slaves. They are largely cowed into doing the will of the Dark Knights. Ms. Rabe makes it a point to make sure the reader understands the squalid conditions and the work they are expected to do. There are quite a few `main' characters from this group, Moon-eye, Mudwort, Direfang, Graytoes, and Saro-Saro to name a few. The second group is the Dark Knight contingent of which only three or four become `main' characters. They are Grallik, Kenosh, and Horace. Throughout the book I had a very difficult time connecting with any of the characters, both human and goblin. They just seemed so two-dimensional to me. It seemed as though Ms. Rabe tried to instill emotion in them, yet, quite honestly, I could really care less about them. They seemed to be dragged along by the story, instead of the characters creating the story.

The book as a whole is just average. There is obviously a bigger story in the works here as evident by some of the comments the goblins make during the book and what they want to accomplish. However, the execution of this novel leaves the story flat and uninspiring. The dialog in this book is simply atrocious. I fully understand that the author was trying to create `goblin speak', yet it came of as barely readable. There are times when Mudwort uses very broken dialog, then a few pages later uses big words and talks in complete sentences. The characters seemed to actually take away from the story. Reading this novel I felt as thought the characters were the third wheel, at times, got in the way of the story.

Ms. Rabe does have talent as a writer, the Dhamor saga proves that. In my opinion, this book does not do Ms. Rabe's talent justice. Her prose is solid, and her descriptions are very good. The story and characters are simply uninspiring.

I am a big fan of the Dragonlance world, and would say that other core fans should probably read this if for no better reason than that there are events that will probably occur in this series that will be very important. However, for the normal fantasy fan, I can't in good conscience recommend this book tot hem. There are many other fantasy books out there that I would recommend before this one.
... Read more


42. Goblin Nation: The Stonetellers, Volume Three
by Jean Rabe
Mass Market Paperback: 320 Pages (2009-10-06)
list price: US$7.99 -- used & new: US$4.24
(price subject to change: see help)
Asin: 0786951532
Average Customer Review: 4.0 out of 5 stars
Canada | United Kingdom | Germany | France | Japan
Editorial Review

Product Description
The climactic conclusion to the Stonetellers saga!

Goblin Nation concludes The Stonetellerstrilogy, finding Direfang and his army of goblins and hobgoblins deep in the QualinestiForest. Although they are far from the Dark Knights' mining camp they escaped from,they are also far from safe. The forest is fraught with its own deadly dangers--withthe entire world seemingly bent on keeping the goblins from founding their new homeland.But Direfang is resolute and will risk all their lives in a final bid for freedom. ... Read more

Customer Reviews (3)

2-0 out of 5 stars Not very good
This trilogy always had simplistic characters and plotlines, but granted they are goblins and in the last two books at least they were on the move. This final book has them sticking to one place and it just stagnates.

The characters are still somewhat interesting(the ones that weren't suddenly killed off), but there is little character development at the time that's best for it. Character subplots are dropped,suddenly cut off, or-in the most prominant case-given an abrupt and cryptic ending without closure. Vague spoilers here-the ending confrontation is almost laughably anti-climactic, considering how thoroughly the villains are thrashed.

Moreover, while I possibly missed it in the previous books, I'm pretty sure in those the characters were setting out to make a "goblin homeland," implying that there isn't one. Now they suddenly mention that there already was a goblin homeland after all...they just want to make another one instead. Maybe I don't have the full picture, but it seems that the author is backtracking here when it is too late to backtrack, and the driving point of the whole series now comes across as very, very contrived.

It was an interesing idea to star goblins, but roughly executed and poorly concluded in this book.

5-0 out of 5 stars Death, Destruction, & Goblins for Everyone!
Okay, when I read this book I hadn't read the first two books in the series, nor am I generally well disposed to goblin-like creatures.Anyone who's read my own fantasy novels knows that, for me, goblins and their kin are generally cannon-fodder.Yet, Jean Rabe - always a brilliant writer -- grabbed hold of me and made me care about this band of motley creatures that I would, in normal circumstances, merely have stepped on.Does that make me more akin to the Dark Knights than to the heroes in this tale?

I hope not, because the Dark Knights in this volume are pretty despicable (as they should be).The goblins, on the other hand, run the full gamut of human personalities from loving to greedy to brave to selfish, and their near-human friends and allies show the same depths.And though I had not read the first two books in the series, the plot was easy to follow -- though never simplictic -- and the characters were compelling (even without their full back stories).

In short, this is another fine fantasy novel by Jean Rabe, one of the modern masters of the form.If you like Jean's work, you'll surely like this.If you like goblins (and other disgusting creatures), you'll surely like this.If you like goblins being killed -- you'll surely like this, as the body count is very high.And if you like Dark Knights, well, there are some dandy ones doing dastardly things here.Something for just about every lover of fantasy: bold heroes, vile villains, humans, goblins, half-elves, wizards, druids, healers, traitors, a gnoll, a bit of sex, and even a dragon.

So maybe I would make a fine hobgoblin, after all.Thanks, Jean.

5-0 out of 5 stars Fantastic Finale
No one does critters like Jean Rabe does.When I started this book I was afraid for the goblins and hobgoblins that I had met in books 1 and 2.Few writers could make me care about these creatures, but Rabe pulls it off with flair.

And within a few pages I was right in my concerns, because the body count is high.The green dragon on the cover is not there just for looks, let me tell you.Goblins versus Death Knights - I figured I knew what the outcome would be.I was wrong!

Wonderful conclusion to the trilogy! ... Read more


43. Night of the Tiger (Endless Quest)
by Jean Rabe
 Paperback: 31 Pages (1995-03)
list price: US$3.95 -- used & new: US$2.57
(price subject to change: see help)
Asin: 0786901144
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Editorial Review

Product Description
A role-playing game places readers on a quest for the mysterious ravenkin in order to free a host of companions, including a talking raven, from a evil rakshasa lord who holds the land under a cruel spell. Original. ... Read more


44. Biography - Rabe, Jean ((?)-): An article from: Contemporary Authors Online
by Gale Reference Team
 Digital: 3 Pages (2006-01-01)
list price: US$9.95 -- used & new: US$9.95
(price subject to change: see help)
Asin: B000RYAAI6
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Editorial Review

Product Description
Word count: 884. ... Read more


45. Death March: The Stonetellers, Volume Two (DragonLance)
by Jean Rabe
Mass Market Paperback: 310 Pages (2008-08-05)
list price: US$6.99 -- used & new: US$2.50
(price subject to change: see help)
Asin: 0786949171
Average Customer Review: 3.5 out of 5 stars
Canada | United Kingdom | Germany | France | Japan
Editorial Review

Product Description
Jean Rabe's long-anticipated return to Krynn continues!

Escaping from the slavepens of a Dark Knight mining camp was no easy feat, but what awaits Direfang, a formerhobgoblin slave who has become the reluctant general of a growing goblin army isevery bit as perilous.From the cruel ogre mountains to the shores of Newsea, Direfang,Mudwort the shaman, and the Dark Knight wizard Grallik fight the natural and unnaturalforces that seek to destroy them. Direfang is tested to his limits by once-friendsand powerful foes as he undertakes a death march to the Qualinesti Forest. His eyeson independence, Direfang refuses to surrender, and pledges his life for a chanceto be free, even as he learns that freedom is a deadly prize. ... Read more

Customer Reviews (2)

4-0 out of 5 stars Good read
I really liked this book.I thought it was better than the first.I may be biased, as I am a fan of this author.

3-0 out of 5 stars A decent bridge novel
Death March by Jean Rabe is the second novel in the Stonetellers trilogy set in the Dragonlance universe. The first novel is titled The Rebellion (Dragonlance: The Stonetellers, Vol. 1) and the third, and final novel, is titled Goblin Nation and is scheduled for release in August, 2009. I have long been a fan of Ms. Rabe's writing, however, when I read The Rebellion I thought it was below Ms. Rabe's normally high writing standards. Here are my thoughts on this novel.

The plot picks right up where the first book left off. That being the goblin horde is marching toward it's ultimate destination, the Qualinesti forest where they can begin a new life out of slavery. On the surface the actual `main' plot of this book, the march, is very linear. As a result of this linear plot, at times, it is hard to really get into the plot and story of what the goblins are going through. Ms. Rabe attempts to insert several sub plots that are more character focused. This mixture of plot and sub plots seems unbalanced and, at times, the overall presentation of the novel suffers for it. To me, there seemed to be a disconnect between the action of the novel and all the little sub plots. With the amount of action in the first novel, I was expecting more action than what is present. Some of the sub plots are decent such as; Mudwort's delving into the earth, the political infighting among a few of the goblins, and the combining of magic to enhance spells. However, in the grand scheme of the plot - these sub plots don't add much depth to the overall story. While each piece is decent, taken as a whole it never really grabbed my entire interest forcing me to keep wanting to read the next page.

The characters are largely the same as the first book with, of course, the addition of several others. Some of the returning characters are; Grallik, Kenosh, and Horace from the Dark Knights; Direfang, Mudwort, Saro-Saro, amd Graytoes from the goblins. Unlike the first novel, I found I had an easier time connection with the characters in this novel. While I by no means think they are the most memorable characters I have ever read, there were things about them that drew me in. Hopefully, this trend continues in the third book and I like the characters more and more. There were things such as Direfang's internal struggle, Graytoe's depression and sorrow, and Grallik's questioning of his god. There is also a decent amount of character development sprinkled in. It was nice to see Direfang's struggles, Grallik's flaws and doubts, and the Graytoe's angle was a refreshing deviation from the `normal' sub plots fantasy readers often see. However, the scenes involving Bera seemed out of place in the novel. They just never worked for me. Overall, for me, the characters were decent but they still don't quite reach the level I was expecting from Ms. Rabe, especially after the Dhamon saga.

Some criticisms about this novel:

1 - While this is a book about goblins, there seem to be few cues during the book to remind the reader it is about goblins. What I mean by this is the last book I reviewed, Doom of Kings, The: Legacy of Dhakaan, Book 1 (Legacy of Dhakaan), is also about goblins and the author of that one has goblin's ears twitching at times to show emotions. That level of writing is just not present in this book.

2 - The lack of action. I understand that this book is about a march to freedom so to speak, but that plot arc can only remain interesting for so long. I would have liked to see it changed up a little more.

3 - At times there seemed to be a lack of descriptions. Some scenes I had no trouble at all visualizing what Ms. Rabe wanted me to see, yet there were other scenes where I had a little difficulty understanding where things were and what they looked like.

Some positives about this novel:

1 - I enjoyed the characters more in this novel than I did in the previous novel. There was more of a `real' element to them and they didn't feel as though they were being dragged through the story. They felt more involved in the pieces of the story.

2 - I also like how Ms. Rabe blurs the lines of magic in this novel. Perceptive readers will see that the spells being worked are a mixture of clerical, druid, and magic. It's interesting to try and pinpoint who is casting what and just what ramifications that means to the character.

3 - I like how Ms. Rabe handles the `incident' that the goblins find themselves in after the dwarven village. Sorry I can't be more specific on that, but it would be a huge spoiler. Suffice it to say that I thought it was an interesting wrench to throw into their plans and I liked how it was handled throughout the novel.

This has been a hard book for me to rate. On one hand, I enjoyed it more than I did the first novel. However, after reading Doom of Kings (another goblin novel) I can see where there are some things missing that don't give it the depth of the other novel. In the end I would say this book garners a three start rating. I think the third book in the trilogy will have a great deal of culmination in it and many questions will be answered, but in the end this is just an average novel for me. I do think fans of the Dragonlance universe should most certainly read it because of the things that will likely transpire in the next novel. The more I think about it, the more interested I am in the next novel. We'll see where it ends up though. All in all, a decent novel with a few minor flaws.
... Read more


46. The Jungles of Chult
by James Lowder, Jean Rabe
 Paperback: 128 Pages (1993)
list price: US$9.95 -- used & new: US$22.50
(price subject to change: see help)
Asin: 1560766050
Average Customer Review: 4.5 out of 5 stars
Canada | United Kingdom | Germany | France | Japan

Customer Reviews (2)

4-0 out of 5 stars Red Dragons Pale in Comparison to an Enraged Tyrannosaurus Rex
Out of all of the Advanced Dungeons and Dragons Adventures, the Jungles of Chult is one of my personal favorites. Imagine dropping your pc's into a remote land in Faerun. A jungle spreads for miles like a vast ocean of inestimable green. Add a fabled relic, rampaging dinosaurs, a lost city, and a group of fanatical cultists, and you have yourself a grand campaign.

The only complaint that I have against this module, is its lack of pictures. Surely Wizards could have found the time to insert more art in this adventure!

But other than that, this is a great product, one that every DM will enjoy.

5-0 out of 5 stars The Jungle Awaits...
The Jungles of Chult is an excellent Forgotten Realms accessory/adventure, as good as Old Empires, Dreams of Red Wizards, Dwarves Deep and Moonsea!It sheds light on the exotic southern land of Chult and its inhabitants.Their distinct culture, history, and civilization will win you over for sure!
Ranging from background history, to city and social descriptions, to important people and characters, to the respective gods and pantheons, to adventure hooks and encounter tables, to magical items and artifacts, to new spells and monsters, this accessory has it all and more.
For other FR references/adventures, I STRONGLY recommend: the Old Empires accessory on Chessenta, Mulhorand, and Unther, Dreams of Red Wizards on Thay, Dwarves Deep, Draconomicon, the Moonsea accessory, the Ruins of Myth Drannor Box Set, and the Ruins of Zhentil Keep Box Set (they are Second Edition AD&D, out of print and it will take a bit of searching, but it's well worth it).For updated editions of events in Chult, see the Third Edition Forgotten Realms Campaign Setting, which even though is quite expensive, is still very useful to all FR fans.Moreover, The Ring of Winter, being the only novel set in the Jungles of Chult is a "must."
In short, if you like tropical jungles, dinosaurs, exotic goblins, and would like a change of scenery to break the routine, try and get your hands on a copy of The Jungles of Chult.You will not regret it!
... Read more


47. Quag Keep & Return to Quag Keep Omnibus
by Andre Norton, Jean Rabe
Hardcover: 448 Pages (2006)
-- used & new: US$28.61
(price subject to change: see help)
Asin: 0739464183
Average Customer Review: 4.0 out of 5 stars
Canada | United Kingdom | Germany | France | Japan
Editorial Review

Product Description
In 1978, science fiction's grand dame Andre Norton was given a wonderful opportunity-to take part in the role-playing game Dungeons & DragonsTM, and to have it run in her own home by none other than the game's creator, E. Gary Gygax. The result was Quag Keep. When a Gaming Master meets with his gamers to show off his newly-acquired warrior miniatures, one gamer, Martin, is strongly attracted to a sword-wielding miniature and seizes it as his own. Instantly, he finds himself transported into the D&D realm of Greyhawk-but experiencing that realm through the mind of fighter Milo Jajon. His fellow gamers are also transformed into D&D characters-from berserker to battle-maid to lizardman. Like Martin, they each inexplicably sport an unremovable bracelet containing spinning dice...and each must face an immutable fate: to find his way to Quag Keep-the most fearsome place in all the realm-and destroy a malevolent force determined to snuff out the mundane world. But first they must survive the journey there....In Return to Quag Keep, Norton teams up with Jean Rabe to revisit her bracelet-geased heroes, still trapped in Greyhawk, and still pursued by the vile darkness, Pobe. Barely escaping mounting assaults by Pobe's servant, the were-rat Fisk, they struggle to journey back to the Keep to learn the true history of the dark force they can scarcely outrun. But they must endure the endless onslaught of hardship and treachery obstructing their way...beyond the unimaginable horror at the heart of it all: Quag Keep. Jacket art by J.P. Targete. (435 pp.) 1978-2006. ... Read more

Customer Reviews (1)

4-0 out of 5 stars Lost in the Game
Quag Keep & Return to Quag Keep (2006) is an omnibus edition containing both of these fantasy novels.These stories are set is an universe based on role playing games like Dragons & Dungeons.Gamers are transported to this universe by touching magical game pieces and then become their game characters.

Quag Keep (1978) is the first novel in this series.Milo Jagon is a swordsman drinking at the Sign of Harvel's Axe in the thieve's quarter of Greyhawk.On each thumb is a large ring and on his right wrist is a wide bracelet made of two copper bands holding a series of dice with varied numbers of sides.The dice are also copper colored and wrought with bits of gemstones for the numbers;these dice are fixed in place and do not move.

Milo vaguely remembers being Martin Jefferson, but his mind cannot hold that thought.He looks around and sees another man with a copper bracelet, but the others within the inn do not.This other man with a bracelet is even larger than himself and is dressed as a beserker with were-boar powers.He is accompanied by a pseudo-dragon.

The beserker also notices their identical bracelets and changes tables to meet Milo.He introduces himself as Naile Fangtooth and the pseudo-dragon as Afreeta.The room begins to empty until they are alone.Then two dice begin to turn slowly and a slight man enters the room.He informs Milo and Naile that they are summoned, but does not answer their questions.Although Naile objects, Milo convinces him to follow the messenger and leave the inn.As they travel, an Elf with an identical bracelet joins the group.

Milo, Naile and the Elf are taken to a tower room where they meet Hystaspes, a magician, and four others wearing the bracelets.Hystaspes introduces the group to each other -- the Elf Ingrge, the battlemaid Yevele, the priest Deav Dyne, the bard Wymarc, and the lizardman Gulth -- and explains that they have been brought to his world from another by an alien power.They also learn that Hystaspes has placed a geas on each of them to search for the one who has brought them to this world, for Hystaspes think that this mysterious power is bringing the two worlds together with probably disastrous results.

Return to Quag Keep (2006) is the second novel in this series.The heroes have come to a city to regroup after leaving Quag Keep.However, Gulth is dying and Deav Dyne has no cure.They meet with Yeleve, Wymarc and Ingrge to pass on their plans and then leave the city to travel to Gulth's swamps.

Milo and Naile are waiting in the Golden Tankard, hoping to get a job with a merchant caravan.Meanwhile, they are drinking ale and getting drunk.Three other drunken men enter the tavern and insist that Milo and Naile are sitting at their table.One of the three gets very insistent, but Milo and Naile ignore them.Finally they see someone who looks like a prosperous merchant and get up to approach him.Naile, however, accidentally knocks down the most vociferous of the three drunks and a fight ensues.

Milo and Naile have been blamed as the persons who started the fight and thus liable for all the damages.Yeleve and Ingrge get them bailed out of gaol, but they are now indebted to the merchant, Ludlow Jade, and will be working for him without pay as caravan guards.Wymarc stays behind to play in the inn as restitution for the damages.

As the caravan wends its way north to several small villages, Yeleve drives one of the wagons.Milo and Naile walk alongside until they tire and then ride on the wagons for a while.Ingrge scouts ahead and behind to search for the bandits expected by Ludlow Jade.He finds partially obliterated footprints ahead of them and then discovers someone following them.

Just then the caravan is attacked by the Undead buried alongside the trail.Everyone fights back, but Naile changes into his were-boar form and becomes the most effective combatant against the skeletons and zombies.Although the caravan suffers losses in personnel and horses, they continue to the next village.

The man who had been following them is Berthold, a thief and wearer of another bracelet identical with their own.He was himself a gamer and a member of another group seeking Quag Keep, but the others were killed or vanished before they reached their objective.Now he is alone and certain that something is seriously wrong in this world.

These are not the author's best works by any means.However, Quag Keep is the first novel based on a roleplaying game and reads much like a roleplaying quest.Return to Quag Keep does tie up some loose ends from the first novel, but the conclusion is still open ended.

Suggested for Norton fans and for anyone else who enjoys tales of questing, magic and the unknown.

-Arthur W. Jordin ... Read more


48. Krynnspace (Advanced Dungeons & Dragons/Spelljammer Accessory SJR7)
by Jean Rabe
 Paperback: 96 Pages (1993-02)
list price: US$10.95 -- used & new: US$13.77
(price subject to change: see help)
Asin: 1560765607
Canada | United Kingdom | Germany | France | Japan

49. Vale of the Mage (Advanced Dungeons & Dragons/Greyhawk Module WG12)
by Jean Rabe
Paperback: 210 Pages (1990-02)
list price: US$8.95 -- used & new: US$215.36
(price subject to change: see help)
Asin: 0880388161
Average Customer Review: 4.5 out of 5 stars
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Customer Reviews (2)

4-0 out of 5 stars Secrets of the Vale revealed at last
Here it is, the rarest module in the ever-elusive WG series!This one is huge - it finally explores the mystery of the Mage of the Valley himself, and the mysterious gnomes and elves who serve as his minions.Learn the secrets of his majestic power and accursed past as you explore the endlessrealm beyond the Barrier Peaks - a dark wonderland filled withnecromancers, golems, and far worse new monsters you've never seen before! Includes a 64-pg adventure sourcebook, and a giant color poster map of theregion.

5-0 out of 5 stars Excellent Greyhawk Adventure
Mystery, intrigue, excitement.This adventure module has it all.I recommend character levels of 6-8.This adventure is best if played with stealth, instead of an all out brawl.If you want to dive head first in tothe vale you need well equiped strong characters.However, taking thestealthy approach will provide just as much, if not more fun.A worthyadventure.Play it if you can get it. ... Read more


50. Way of the Witch
by Janet Pack, Jean Rabe, Megan C. Robertson, Christina Stiles
Hardcover: 104 Pages (2007-02-23)
list price: US$24.95 -- used & new: US$3.88
(price subject to change: see help)
Asin: 1929474393
Average Customer Review: 2.0 out of 5 stars
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Customer Reviews (1)

2-0 out of 5 stars Poor editing ruins the content
Way of the Witch is a d20 fantasy supplement from the now apparently defunct Citizen Games intended for use with the Dungeons and Dragons 3rd Edition rules. It contains rules for playing a new core class called the Witch, which can be added to any campaign. Unfortunately, most of these rules are hard to implement, because the content is bogged down by poor editing, conflicting rules, a muddled magic system, and somewhat overpowered abilities. Which is a shame, because there are some interesting ideas in here. The book had promise, and with a little rewriting, this could be an excellent supplement.

There is a fair amount of fiction to go along with the game rules, demonstrating the behavior and outlook of witches. The witch class is loosely based on a high-powered romanticized version of the modern Wiccan. Witches derive their power from their deity, whether it be the goddess and god, or the dark goddess Ca'di-us. The Witch is a divine spellcasting class similar to the cleric, although the way the Witch casts spells is more like a sorcerer, with a limited number of known spells, any of which can be called upon a certian number of times per day. In this regard, it is similar to the Favored Soul from other books. There are also 5 prestige classes, a number of skills and feats, and quite a few new rules. The book ends with some good adventure ideas and sample characters to help make it easier to add the content to your campaign.

The abilities of witches resemble some usually associated with the arcane spellcaster classes. For example, witches may acquire familiars. But witch familiars are different from sorcerer/wizard familiars in many ways. And witches may take feats to allow them to have multiple familiars, and the familiars acquire feats themselves in the course of the witch's progression. As a result, a witch's familiar is versatile and customizeable.

The prestige classes are all more narrowly defined witch classes. These include the evil black witch, the druid-like brown witch, the healing white witches, and the gray witches who preside in judgement over the others, as well as the vitke, guardians of the coven. Most of the levels of each prestige classes grant the character a special ability tailored to the theme of that witch's purpose. Each of these prestige classes requires spellcasting ability as a witch, and each one also grants additional spellcasting levels in the same. Although the Vitke allows the witch taking the class to choose between advancing in spellcasting as a witch or as a psion, an interesting option, although one that doesn't seem to make a lot of sense. It's almost as if the Vitke were two prestige classes, because the player has to choose which spell path to progress in, and once chosen, the path cannot be altered. The Vitke is also perhaps the most overpowered class I've ever seen in a supplement, gaining attack bonus as a fighter and +1 spellcasting level per vitke level, as well as two good saves and a special ability at each level but two. The other prestige classes are powerful, but the witch spell list doesn't have a lot of damaging spells, so they're not likely to dominate combat. In fact, most of the witch classes' special abilities and spells are geared to noncombat situations.

The new feats and spells are interesting, though in some cases perhaps a bit too powerful. Most of them assume the character has witch levels, and are written accordingly, although the prerequisites may or may not include witch levels. This is where the writers' lack of understanding of the d20 system really starts to show. The way these feats are written, anyone can take them, but the effect of the feats are specifically oriented to the witch classes, such as the Multiple Familiars feat, or the Familiar Fortitude feat, which starts, "unlike a wizard or sorcerer," yet has no prerequisite that would prevent a wizard or sorcerer from taking it. Still, with a little home-editing, these feats can be salvaged.

Where the book really falls apart is the confusing and multifaceted magic system for witches. The rules in this text describe four entirely separate systems of magic that witches employ. In addition to their normal spell progression as spellcasters, the witch also acquires a separate spell list that they can cast starting at fifth level, called "Circle Magic." This grants them a spell list separate from their regular spell progression. And there is also yet another system of magic called "Candle Magic" which is a little hard to understand. The candle spells appear on the regular spell list, but there is a feat that allows the creation of the magical candles that power the Candle Magic, so it's not really clear if any witch can take those spells, or if one must possess the feat to use them. If the former, why take the feat, and if the latter, why do the spells appear on the list? And as if those systems weren't enough, the book adds Rituals, a form of casting using a skill-check.

This sort of carelessness tarnishes the finished product nearly to uselessness. It introduces a skill called Knowledge (witchcraft), but then makes reference several times to abilities being used with a Knowledge (witchlore) check. The book also introduces a skill called "Conceal" which it doesn't use as a class skill for any classes. The Black Witch level chart and the accompanying text conflict in the names of the abilities and when they are gained... errors like this abound.

It's a shame Citizen Games no longer seems to be around, because with a properly thought out errata document, or an update to the D&D 3.5 rule system, the material here could be a nice addition to any campaign. I can't recommend it without the caveat that it would require a bit of adaptation. ... Read more


51.
 

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52. The Book of Magecraft (AD&D/Birthright)
by Jean Rabe
 Paperback: Pages (1996-02)
list price: US$20.00 -- used & new: US$40.00
(price subject to change: see help)
Asin: 0786903732
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53. Cities of Mystery (AD&D Roleplaying, Forgotten Realms Accessory, Fr8)
by Jean Rabe
 Paperback: 64 Pages (1989-08)
list price: US$18.00 -- used & new: US$69.75
(price subject to change: see help)
Asin: 0880387440
Average Customer Review: 4.0 out of 5 stars
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Customer Reviews (1)

4-0 out of 5 stars Collection of 3-D cutouts for AD&D; get it for the cityguide
This is the hardest module to find complete in the FR series.Why?Well, it's a boxed set; and, once you get the pieces out of the box (cut-up buildings and maps), they never go back in!It's almost impossible to findas a complete set.The module includes 12 different street layoutpatterns, and 33 buildings - you can create an entire town or city block ina single night!Also includes the outstanding 64-page city guide, withinvaluable information for random encounters (useful in any campaign).Notjust for the Forgotten Realms - this set is ideal if you play withminiatures in the game, or with BattleSystem! ... Read more


54. QUINTA ERA
by Jean Rabe
 Unknown Binding: Pages (2009)
-- used & new: US$78.19
(price subject to change: see help)
Asin: B00416INEY
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55. Polyhedron Newszine - Vol 10, No 5, Issue #55, September 1990
by Jean (ed) Rabe
 Paperback: Pages (1990)

Asin: B000KHB9B2
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56. Polyhedron Newszine - Vol 10, No 2, Issue #52, March 1990
by Jean (ed) Rabe
 Paperback: Pages (1990)

Asin: B000KH781M
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57. Die Nacht der Drachenlanze 05. Der Tag des Sturms.
by Jean Rabe
Paperback: 282 Pages (2002-08-01)
-- used & new: US$133.92
(price subject to change: see help)
Asin: 3442241871
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58. Return to Quag Keep
by Jean Rabe Andre Norton
 Paperback: Pages (2008-01-01)

Asin: B001SW84P2
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59. The Dawning of a New Age The Fifth Age
by Jean Rabe
 Paperback: Pages (1996-01-01)

Asin: B001B1HOEW
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60. Polyhedron Newszine - Vol 11, No 2, Issue #58,March-April, 1991
by Jean (ed) Rabe
 Paperback: Pages (1991)

Asin: B000KHDDZ2
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