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Jeff Grubb

    This author and game designer brings his unique storytelling abilities to the literary world. His works are known for their engaging style and depth.

    Jeff Grubb
    Spell Compendium
    Kobold Guide to Worldbuilding
    The Warcraft: The Last Guardian
    The Starcraft Archive
    WarCraft Archive
    Star Wars Scourge. Scourge
    • In the heart of crime-ridden Hutt Space, a Jedi Scholar searches for justice. While trying to obtain the coordinates of a secret, peril-packed, but potentially beneficial trade route, a novice Jedi is killed—and the motive for his murder remains shrouded in mystery. Now his former Master, Jedi archivist Mander Zuma, wants answers, even as he fights to erase doubts about his own abilities as a Jedi. What Mander gets is immersion into the perilous underworld of the Hutts as he struggles to stay one step ahead in a game of smugglers, killers, and crime lords bent on total control.

      Star Wars Scourge. Scourge
      5.0
    • WarCraft Archive

      • 624 pages
      • 22 hours of reading

      This volume encompasses four original novels that reveal the rich backstory of the worldwide bestselling computer game--an essential omnibus for the millions of WarCraft game players. Includes "Day of the Dragon, Lord of the Clans, The Last Guardian" and "Blood and Honor."

      WarCraft Archive
      4.2
    • The Starcraft Archive

      • 722 pages
      • 26 hours of reading

      In a distant future, a confederacy of terran exiles battles between two powerful alien races: the enigmatic protoss and the ruthless zerg swarm. As conflicts erupt across the Koprulu sector, investigative reporter Mike Liberty seeks to uncover the truth behind the zerg and protoss attacks. Each revelation deepens the mystery, placing him in a precarious position amid a war that could determine humanity's fate. On the bleak world of Bhekar Ro, human colonists struggle for survival until a violent storm uncovers an alien structure, turning the planet into a bloody battleground as zerg, protoss, and terran forces vie for its secrets. Meanwhile, Ardo Melnikov, once dreaming of peace on the colony of Bountiful, faces the harsh reality of defending the Terran Confederacy after the zerg annihilate his loved ones. He must confront painful memories and unsettling truths about his future. Amidst this chaos is the Queen of Blades, Sarah Kerrigan, whose legend brings death to those who oppose the swarm. Once a remarkable human and a merciless psionic assassin for the Terran Confederacy, her fate takes a dramatic turn, leading to a destiny that no one could foresee. This tale explores Kerrigan's shadowy origins and the war fought for her very soul.

      The Starcraft Archive
      4.0
    • The Warcraft: The Last Guardian

      • 308 pages
      • 11 hours of reading

      In the mist-shrouded haze of the past, long before the beginning of recorded time, there stood the world of Azeroth. Every kind of magical being strode the countryside among the tribes of man, and all was at peace — until the arrival of the demons and horrors of the Burning Legion and their baneful Lord Sargeras, dark god of chaotic magic. Now Dragons, Dwarves, Elves, Goblins, Humans, and Orcs all vie for supremacy across the scattered kingdoms -- part of a grand, malevolent scheme that will determine the fate of the world of The Guardians of Tirisfal: a line of champions imbued with godlike powers, each one through the ages charged with fighting a lonely secret war against the Burning Legion. Medivh was fated from birth to become the greatest and most powerful of this noble order. But from the beginning a darkness tainted his soul, corrupting his innocence and turning to evil the powers that should have fought for good. Torn by two destinies, Medivh's struggle against the malice within him became one with the fate of Azeroth itself...and changed the world forever.

      The Warcraft: The Last Guardian
      4.0
    • Kobold Guide to Worldbuilding

      • 124 pages
      • 5 hours of reading

      The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-Earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again. Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more. Take that creative leap, and create dazzling worlds of your own! Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

      Kobold Guide to Worldbuilding
      4.0
    • Spell Compendium

      • 285 pages
      • 10 hours of reading

      An important reference to the most popular spells in the Dungeons & Dragons(R) game. A must have at every D&D game table! "Spell Compendium" provides players and Dungeon Masters with quick access to the D&D spells they need most. Drawing from a treasure trove of sources, "Spell Compendium" is the one place to find spells that are referenced time and again: the best, most iconic, most popular, and most frequently used. This convenient reference introduces a new spell format that includes descriptive text.

      Spell Compendium
      4.0
    • The gathering dark

      • 342 pages
      • 12 hours of reading

      In the wake of the Brothers' War, Dominaria is in ruins. A backlash against magic and its users has become the focus for the tattered remnants of social order.

      The gathering dark
      3.9
    • Finder's Bane

      • 314 pages
      • 11 hours of reading

      When Joel became a priest of the new god Finder, he knew it meant forfeiting the honor and security of his position as a master bard. Now his freedom and his very life are at stake as powers of evil embroil the priests of Finder in a struggle against a plot to resurrect the dead god Bane.With his only allies the young freedom fighter Holly Harrowslough, the mysterious winged woman Jas, and the aging priest Jedidiah, Joel embarks on a mission to recover the Hand of Bane. His quest leads him from the Realms all the way to the extra-planar city of Sigil. There Joel must rely on all his courage, wisdom, and strength to thwart the return of Bane the Tyrant and rescue the god Finder from imminent death.Finder's Bane is the fifteenth in an open-ended series of novels focusing on the Harpers, the secret organization for Good in the Forgotten Realms fantasy world.

      Finder's Bane
      3.9
    • Alias ​is an excellent warrior but she is in serious difficulties. One day she wakes up with blue, twisting and magical runes inscribed on her right arm, and with total amnesia about the circumstances that surround the tattoo. Ready to unveil the impenetrable mystery, Alias ​​forms a group that integrates a series of heterogeneous characters. Ruskettle, halfling troubadour, magician Akabar and a strange, mute and introverted man-lizard whom Alias baptized with the name of Dragonbait. With the help of her friends, the warrior discovers that symbols hold the key to her own existence. Will she know the frightening secret of her origin? This is a new volume from the Forgotten Realms collection and, like all others, full of intrigue, adventure, and magic.

      Azure Bonds
      3.9
    • Dungeons & Dragons: Manual of the Planes

      • 223 pages
      • 8 hours of reading

      Visit New DimensionsThe most powerful adventurers know that great rewards--and great perils--await them beyond the world they call home. From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. Manual of the Planes is your guidebook on a tour of the multiverse.This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes.To use this supplement, a Dungeon Master also needs the Player's Handbook , the Dungeon Master 's Guide , and the Monster Manual . A player needs only the Player's Handbook .

      Dungeons & Dragons: Manual of the Planes
      3.8
    • The Wyvern's Spur

      • 313 pages
      • 11 hours of reading

      When the Wyvernspur family's powerful heirloom is stolen, family fool Giogi, aided by the bard Olive Ruskettle and the mage Cat, must find it, but he could become its next victim

      The Wyvern's Spur
      3.8
    • Starcraft: Liberty's Crusade

      • 256 pages
      • 9 hours of reading

      Far in the future, 60,000 light-years from Earth, a loose confederacy of Terran exiles is locked with the enigmatic Protoss and ruthless Zerg swarm. Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter--or foretell its violent, bloody end.Danny Liberty was a good reporter...too good. When his investigations struck too close to the heart of the corrupt Terran Confederacy, he faced a simple choice: continue his current series of exposés, or take a hazardous new assignment covering the Marines on the front lines of the Koprulu Sector. It didn't take him long to decide...Behind the attacks of the Zerg and the Protoss lies the story of a lifetime, but every piece of information blurs the mystery further. Thrown into the middle of a war where the outcome will determine mankind's very survival, the only thing that Danny Liberty knows for sure is that the only person he can trust to keep him alive is himself.

      Starcraft: Liberty's Crusade
      3.8
    • Cormyr

      • 486 pages
      • 18 hours of reading

      The Epic Historical Saga of the Most Powerful Nation in the Realms Cormyr has been ruled by the Obarskyr family since its inception one and a half millennia ago. Now its king, Azoun IV, lies on his deathbed, and the vultures are circling, hoping to usurp the throne for their own. Against this crisis of state, the history of the Forest Kingdom unfolds, relating the previously untold story of a nation, its rulers, and its wizards. Cormyr: A Novel is the epic historical saga of the most powerful nation in the Forgotten Realms fantasy world, as told by the world's co-creators.

      Cormyr
      3.8
    • Guild Wars: Ghosts of Ascalon

      • 384 pages
      • 14 hours of reading

      250 years ago, Ascalon burned . . . Desperate to defend his land from advancing hordes of bestial charr, King Adelbern summoned the all-powerful Foefire to repel the invaders. But magic can be a double-edged sword—the Foefire burned both charr and human alike. While the charr corpses smoldered, the slain Ascalonians arose again, transformed by their king’s rage into ghostly protectors and charged with guarding the realm . . . forever. The once mighty kingdom became a haunted shadow of its former glory.Centuries later, the descendants of Ascalon, exiled to the nation of Kryta, are besieged on all sides. To save humankind, Queen Jennah seeks to negotiate a treaty with the hated charr. But one obstacle remains. The charr legions won’t sign the truce until their most prized possession, the Claw of the Khan-Ur,is returned from the ruins of fallen Ascalon.Now a mismatched band of adventurers, each plagued by ghosts of their own, sets forth into a haunted, war-torn land to retrieve the Claw. Without the artifact, there is no hope for peace between human and charr—but the undead king who rules Ascalon won’t give it up easily, and not everyone wants peace!

      Guild Wars: Ghosts of Ascalon
      3.7
    • Song of the Saurials

      • 320 pages
      • 12 hours of reading

      High fantasy adventure takes a turn with mystery in the final title in the Finder’s Stone Trilogy by Jeff Grubb and Kate Novak. When the Harpers judged the Nameless Bard responsible for the death of his apprentices, they sentenced him to exile and obscurity. Now the Harpers are reconsidering their decision, but with the arrival of the monster Grypht, Nameless’s new trial dissolves in a string of disappearances and murder. It is up to the bard’s friends, Alias the swordswoman, Akabar the mage, Dragonbait the paladin, and Ruskettle the thief, to prove one enemy is behind all the chaos—the ancient evil god, Moander the Darkbringer. Unless Alias and her companions can find Nameless and convince him to sacrifice some of his precious power, Moander will return to claim the Realms.

      Song of the Saurials
      3.8
    • Tymora's Luck

      • 315 pages
      • 12 hours of reading

      Before the Dawn Cataclysm, Moander the Darkbringer corrupted Tyche, Goddess of Luck. In a desperate attempt to preserve Tyche's goodness, the gods clove her in twain, creating two daughter goddesses: Tymora, Lady Luck; and Beshaba, Lady Doom. In the eons since then, the two sisters have existed in total enmity. Now a great power has hatched a mad scheme to re-create the goddess Tyche by reuniting Tymora and Beshaba, regardless of the potentially calamitous consequences. In a decision fraught with godly intrigue, Joel, the Rebel Bard, priest of Finder, is chosen to uncover whoever is behind the abduction of the sister goddesses. Aided by his old allies, Holly Harrowslough and Jas, and his new friend, the kender Emilo Haversack, Joel must find a way to prevent the merger of Tymora and Beshaba before disaster overtakes the luckless Realms. The Forgotten Realms meet Dragonlance meet Planescape in a heart-stopping adventure that spans three worlds.

      Tymora's Luck
      3.7
    • Lord Toede

      • 313 pages
      • 11 hours of reading

      A Fiendish BetIn the depths of the Abyss, the domain of Takhisis, two dark powers argue over the nature of true nobility. To see if the ignoble can be made noble, they return one of their evil-hearted agents to life. They choose Fewmaster Toede, former ruler of Flotsam, recently dead from dragon fire.Well, it seemed like a good idea at the time. . . The most outrageous villian of the Companions of the Lance is once more loose on the face of Krynn, and he is a hobgoblin with a mission - to become noble, no matter who or what gets in his way.TSR novelist and gamemaster Jeff Grubb has written this fiendishly comic story.The Villians Series explores the corrupted origins of the malevolent minions of Takhisis, Queen of Darkness.

      Lord Toede
      3.7
    • Masquerades

      • 31 pages
      • 2 hours of reading

      When her hometown is overtaken by the Night Masks crime syndicate, Alias joins forces with the saurial paladin Dragonbait and the halfling bard Olive Ruskettle in a quest to free the town merchants from their underground overlords. Original. 90,000 first printing.

      Masquerades
      3.7
    • Daleká budoucnost, 60 000 světelných let od planety Země. Nejednotná Konfederace terranských vyhnanců se ocitá uprostřed zuřící bitvy mezi záhadnými Protossy a nemilosrdným hejnem Zergů. Každá rasa usiluje o přežití ve válce, která otevírá úvodní kapitolu nejdůležitější části lidských dějin - nebo předpovídá její násilný a krvavý konec. Mike Liberty byl dobrý reportér... příliš dobrý. Díky jedné své reportáži byl odsunut na pozici válečného zpravodaje mezi mariňáky. Z relativně poklidné rutiny se však rázem dostává do centra nepředstavitelného válečného běsnění. Bojují lidé proti lidem, Protossové proti Zergům, Zergové proti lidem... Umírají celé planety. A Mike Liberty na své Křížové cestě odhaluje zrůdnou pravdu o pozadí tohoto válečného konfliktu...

      StarCraft 1. Křížová cesta
      3.8