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Ari Marmell

    March 22, 1974

    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.

    Ari Marmell
    The Serpent, the Scepter
    Dead to Rites
    The Serpent Citadel
    False Covenant
    Neverwinter Campaign Setting
    In Truth and Claw (a Mick Oberon Job #4)
    • Neverwinter Campaign Setting

      Dungeons and Dragons Supplement

      • 224 pages
      • 8 hours of reading

      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.

      Neverwinter Campaign Setting
      4.1
    • False Covenant

      • 281 pages
      • 10 hours of reading

      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.

      False Covenant
      4.1
    • The Serpent Citadel

      • 56 pages
      • 2 hours of reading

      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.

      The Serpent Citadel
      3.8
    • 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.

      Dead to Rites
      3.9
    • The Serpent, the Scepter

      • 48 pages
      • 2 hours of reading

      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.

      The Serpent, the Scepter
      3.4
    • Draconomicon

      Metallic Dragons

      • 223 pages
      • 8 hours of reading

      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.

      Draconomicon
      3.9
    • Hallow Point: A Mick Oberon Job # 2

      • 400 pages
      • 14 hours of reading

      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.

      Hallow Point: A Mick Oberon Job # 2
      3.8
    • Litany of Dreams

      • 352 pages
      • 13 hours of reading

      Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror

      Litany of Dreams
      3.8
    • Agents of artifice

      • 400 pages
      • 14 hours of reading

      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

      Agents of artifice
      3.7