Hand of Fire (Forgotten Realms: Shandril's Saga, Book 3) by Ed Greenwood

By Ed Greenwood

The long-awaited end to the Shandril's Saga trilogy.

The newest novel from Forgotten Realms author and bestselling writer Ed Greenwood is the 3rd name during this newly created trilogy. This all-new novel concludes the storyline from long-standing titles that have been lately rereleased.

Be cautious what you need for.

Spellfire is the main robust magic within the land.

It’s a perilous weapon in anyone’s hands.

In the incorrect arms, it could possibly spoil the world.

Shandril Shessair sought after a flavor of event. She obtained spellfire, and now she's fleeing for her existence throughout Faerûn, looking for someplace to conceal. extra evil wizards, warriors, and monks than she will count number try to get it from her, and they'll kill or enslave her with out hesitation. Her final, determined desire is to take safe haven within the sheltered urban of Silverymoon.

If she makes it that far.

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Additional resources for Hand of Fire (Forgotten Realms: Shandril's Saga, Book 3)

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Use a limited damage expression, comparable to a monster’s special powers, for one-time damaging effects or massive damage. Example: Shiera the 8th-level rogue wants to try the classic swashbuckling move of swinging on a chandelier and kicking an ogre in the chest on her way down to the ground, hoping to push the ogre into the brazier of burning coals behind it. An Acrobatics check seems reasonable. This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC: The table says DC 15, but it’s a skill check, so make it DC 20.

FALL SEVERITY BY CHARACTER LEVEL Level 1st–5th 6th–10th 11th–15th 16th–20th 21st–25th 26th–30th Painful 20 ft. 30 ft. 40 ft. 60 ft. 80 ft. 90 ft. Perilous 30 ft. 50 ft. 70 ft. 90 ft. 110 ft. 130 ft. Deadly 40 ft. 70 ft. 110 ft. 140 ft. 170 ft. 200 ft. indd 44 3/12/08 4:10:15 PM Fighting underwater is tricky business for landdwelling adventurers and creatures. Water provides resistance against movement, swirling currents grab and drag a swimmer along, and tempestuous waters immobilize all but expert swimmers.

DETERMINING COVER FOR RANGED ATTACKS ✦ Attacker’s Burden: For ranged attacks, the attacker has to prove that he has a clear shot. That proof consists of one corner in his space that has clear lines to every corner of the target’s space. ✦ Choose a Corner: The attacker chooses one corner of a square he occupies, and draws imaginary lines from that corner to every corner of any one square the defender occupies. If none of those lines are blocked by a solid object or an enemy creature, the attacker has a clear shot.

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