In Truth and Claw (a Mick Oberon Job #4)
- 336 pages
- 12 hours of reading
Highly anticipated fourth book in the Mick Oberon urban fantasy series from the critically acclaimed Ari Marmell
Ari Marmell crafts compelling narratives across novels, short stories, and game writing, drawing inspiration from his lifelong passion for fantasy and urban settings. His work is characterized by intricate world-building and engaging storytelling that immerses readers in vibrant, imaginative realms. Marmell possesses a distinctive voice that skillfully blends genre elements to create memorable characters and captivating plots. He approaches his writing with a dedication to detail and a clear vision for the worlds he brings to life.







Highly anticipated fourth book in the Mick Oberon urban fantasy series from the critically acclaimed Ari Marmell
Reduced to ruins by supernatural cataclysms, Neverwinter rises from the ashes to reclaim its title as the Jewel of the North. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas, any one of which could tear the city apart. Neverwinter has long been one of the most popular locations in the Forgotten Realms® campaign world. This book presents a complete heroic-tier campaign setting that plunges players into the politics, skullduggery, and peril of a city on the brink of destruction or greatness. A wealth of information about Neverwinter and its environs is provided: maps, quests, encounters, and statistics -- everything a Dungeon Master needs for his heroic tier adventures.
It’s been over half a year, now, since the brutal murder of Archbishop William de Laurent during his pilgrimage to the Galicien city of Davillon. During that time, the Church of the Hallowed Pact has assigned a new bishop to the city—but it has also made its displeasure at the death of its clergyman quite clear. Davillon’s economy has suffered beneath the weight of the Church’s displeasure. Much of the populace—angry at the clergy— has turned away from the Church hierarchy, choosing private worship or small, independent shrines. And the bishop, concerned for his new position and angry at the people of Davillon, plans to do something about it. But a supernatural threat is stalking the nighttime streets—a creature of the other world has come to infiltrate the seedier streets of Davillon, to intertwine its tendrils through the lower echelons of society. Faced with both political upheaval and a supernatural threat to its citizenry, the local representatives of the Church are paralyzed and the Guardsmen are in over their heads. And then there’s Widdershins--who’s tried, and failed, to stay out of trouble since taking over Genevieve’s tavern; who’s known to the Church and the Guard both, and trusted by neither; who may, with some of her Thieves’ Guild contacts, have unwittingly played a part in the bishop’s plans; and who, along with her personal god Olgun, may be the only real threat to the supernatural evil infesting Davillon.
A ritual gone horribly awry leads to a pursuit through the warped Hornsaw, where the Serpent Mother herself was torn asunder. With their own might and the assistance of unlikely allies, the heroes must recover a lost treasure and somehow stop the machinations of Mormos children, lest they awaken the titan.An epic adventure for characters of 7th to 8th levels, The Serpent Citadel stands alone or serves as the dramatic final chapter in the Serpent Amphora Cycle.
Mick Oberon may look like just another 1930s private detective, but beneath the fedora and the overcoat, he’s got pointy ears and he’s packing a wand. The third title in this popular series.
Armed with the lore gained from ancient ruins, the heroes venture forth once again - this time to discover the True Ritual that will allow them to destroy the unwholesome Serpent Amphora and its contents. This may prove more difficult than anticipated, however, for the dead harbor many secrets... and they are often loathe to give them up.Usable alone or as part of the ongoing Serpent Amphora Cycle - which begins with 'The Serpent Amphora,' The Serpent and The Scepter is an adventure for characters of 4th-5th level.
A menacing menagerie of dragons for your D&D® campaign Draconomicon 2: Metallic Dragons describes several varieties of dragons, including gold, silver, copper, iron, and adamantine dragons. It also introduces several other kinds of metallic dragons suitable for any D&D campaign. This supplement presents dragons both malevolent and benign, and gives details on each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations, and the roles that metallic dragons fill in a D&D game. Story and campaign elements in the book give Dungeon Masters ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.
The Spear of Lugh, one of the four Kingly Hallows of Ireland, is in Chicago. And everyone, everyone wants it, for it is said that he who carries the spear into battle cannot be defeated. Among those who seek it are an agent of the infamous Wild Hunt; a mobster who knows far more about these things than he should; and of course the Unseelie Courts.
Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror
Fantasy-roman. With the balance of power shifting precariously in the Multiverse, the Planeswalkers confront the past, present, and future as their choices could forever alter their fates
All about the most popular monsters of D&D--the dragons!Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three completely new chromatic dragons.This sourcebook gives details of each dragon's powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations (such as Arkhosia) and organizations, and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a gane, including adventure hooks, quests, and pregenerated treasure hoards.
Once she was Adrienne Satti. An orphan of Davillon, she had somehow escaped destitution and climbed to the ranks of the city's aristocracy in a rags-to-riches story straight from an ancient fairy tale. Until one horrid night, when a conspiracy of forces--human and other--stole it all away in a flurry of blood and murder. Today she is Widdershins, a thief making her way through Davillon's underbelly with a sharp blade, a sharper wit, and the mystical aid of Olgun, a foreign god with no other worshippers but Widdershins herself. It's not a great life, certainly nothing compared to the one she once had, but it's hers. But now, in the midst of Davillon's political turmoil, an array of hands are once again rising up against her, prepared to tear down all that she's built. The City Guard wants her in prison. Members of her own Guild want her dead. And something horrid, something dark, something ancient is reaching out for her, a past that refuses to let her go. Widdershins and Olgun are going to find answers, and justice, for what happened to her--but only if those who almost destroyed her in those years gone by don't finish the job first.
First came THE CONQUEROR'S SHADOW, now make way for the second darkly humorous adventure- and character-driven Corvis Rebaine novel.
In this dark fantasy, the story follows Corvis Rebaine, known as the Terror of the East, whose past is cloaked in mystery. Clad in enchanted black armor and a skull-like helm, he once carved a bloody path through Imphallion with his brutal companions: Davro, a savage ogre, and Seilloah, a flesh-hungry witch. Armed with a demon-forged axe and aided by his demon slave, Khanda, Rebaine's quest for conquest is shattered when he vanishes, taking the noblewoman Tyannon as a hostage. Seventeen years later, Rebaine and Tyannon lead a quiet life, raising their children away from the chaos of their past. Rebaine has abandoned his dreams of domination, ignoring the rise of a new warlord, Audriss, until a violent incident involving his daughter forces him back into action. He must don the armor of his former self once more to protect his family and the country he once sought to conquer. However, reuniting with his old allies proves challenging; Davro has settled into a peaceful life, Seilloah is reluctant to leave her forest, and Khanda harbors deep resentment toward Rebaine. As he navigates this treacherous path, Rebaine grapples with the darkness within himself—can he embrace the cruelty he once reveled in to save his family?
A Race Against Armageddon For millennia, vampires have fed on the living, hidden in the shadows of mortal society. Legends say the undead descend from Caine, the first murderer portrayed in the Bible, who passed on his curse through his blood. Those same legends speak of a final reckoning, when Caine and his mad children will rise from slumber and consume all the undead. Vampires call this time Gehenna. For the vampire Beckett, a researcher among the undead, it means one last shot at understanding the mysteries of the get of Caine — and at outrunning his own sins. Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness.
Chicago, 1932. Mick Oberon may look like just another private detective, but beneath the fedora and the overcoat, he's got pointy ears and he's packing a wand. Oberon's used to solving supernatural crimes, but the latest one's extra weird.
Dies ist das neue Grundregelwerk für Vampire, ein Neubeginn für eines der beliebtesten Rollenspiele.
Die Reiter der Apokalypse im Kampf gegen eine Verschwörung, die die ganze Welt ins Chaos stürzen könnte! Einige Jahrtausende vor den Geschehnissen von Darksiders und Darksiders II, wurden zwei der gefürchteten Reiter der Apokalypse, Tod und Krieg, damit beauftragt, eine Gruppe Abtrünniger zu stoppen, die die Kammer der Macht ausfindig machen wollen: Einen Ort, an dem Waffen von unvorstellbarer Macht und Grausamkeit verborgen liegen. Damit wäre der brüchige Waffenstillstand zwischen Himmel und Hölle zum Scheitern verurteilt … Darksiders: Kammer der Macht entstand in enger Zusammenarbeit mit den Teams von Darksiders II, Vigil und THQ. Dieser Roman gibt einen aufregenden Einblick in die Geschichte und die Welt der Reiter und beleuchtet auf neue Weise die unzerstörbare Bindung zwischen Krieg und Tod.
Schlagen Sie sich auf die Seite der Finsternis: Unter dem Banner der Horde ziehen die grausamsten Orks, Kobolde und Trolle gegen die Mächte des Guten in die Schlacht. Sie sollen den Sieg des Leichenkönigs Morthûl über die Welt sichern. Doch niemand Geringeres als der Elfenmagier Ananias höchstpersönlich setzt dessen Machenschaften ein Ende. Und als wäre diese Schmach für den Herrscher der Finsternis nicht genug, steht auch noch Ananias gesamte Streitmacht an den Grenzen von Morthûls Reich und holt bereits zum vernichtenden Schlag gegen das Böse aus. Nur ein verwegener Plan kann den Leichenkönig jetzt noch retten: das Dämonenkorps, eine geheime Sondereinheit, bestehend aus den verwegensten Kreaturen der Horde, die nicht nur so gefährlich wie ihre Reißzähne sind, sondern sich auch bis aufs Blut nicht ausstehen können …
Mick Oberon by mohl být jen dalším z řady soukromých oček třicátých let, nebýt toho, že na rozdíl od nich schovává pod kloboukem špičaté uši a pod svrchníkem nosí namísto osmatřicítky kouzelnou hůlku. Už dávno se Mick, jeden z posledních šlechticů Fae, obrátil ke svým lidem i dvoru zády. Když ale vezme případ, v němž jde o nalezení dcery gangstera, která byla před šestnácti lety zaměněna za podvržence, vedou stopy Micka z chicagského podsvětí do skrytého Podsvětí, kde při hledání únosce a řešení případu musí soupeřit s politikařením a mafiánskými praktikami Fae.
Mick Oberon by mohl být jen dalším z řady soukromých oček třicátých let, nebýt toho, že pod kloboukem schovává špičaté uši a namísto osmatřicítky nosí kouzelnou hůlku. V Chicagu se objevilo Lughovo kopí, neobyčejná zbraň, která má majiteli přinést neporazitelnost v boji. Není divu, že po něm všichni šílí…