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Book Series

TSR

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0.0
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3.8
4 ratings
20
BOOKS
2,468
PAGES
~41h 8min
READING TIME

About Author

August Derleth

August William Derleth (February 24, 1909 – July 4, 1971) was an American writer and anthologist. He was the first book publisher of the writings of H. P. Lovecraft. He made contributions to the Cthulhu Mythos and the cosmic horror genre and helped found Arkham House, a publishing company which did much to introduce hardcover prints of United Kingdom supernatural fiction works to the United States. Derleth was also a leading American regional writer of his day, as well as prolific in several other genres, including historical fiction, poetry, detective fiction, science fiction, and biography. Notably, he created the fictional detective Solar Pons, a pastiche of Arthur Conan Doyle's Sherlock Holmes.

Description

Virgil Flowers-tall, lean, late thirties, three times divorced, hair way too long for a cop's-had kicked around for a while before joining the Minnesota Bureau of Criminal Apprehension. First, it was the army and the military police, then the police in St. Paul, and finally Lucas Davenport had brought him into the BCA, promising him, "We'll only give you the hard stuff."He'd been doing the hard stuff for three years now-but never anything like this. In the small town of Bluestem, where everybody knows everybody, a house way up on a ridge explodes into flames, its owner, a man named Judd, trapped inside. There is a lot of reason to hate him, Flowers discovers. Years ago, Judd had perpetrated a scam that'd driven a lot of local farmers out of business, even to suicide. There are also rumors swirling around: of some very dicey activities with other men's wives; of involvement with some nutcase religious guy; of an out-of-wedlock daughter. In fact, Flowers concludes, you'd probably have to dig around to find a person who didn't despise him.And that wasn't even the reason Flowers had come to Bluestem. Three weeks before, there'd been another murder-two, in fact-a doctor and his wife, the doctor found propped up in his backyard, both eyes shot out. There hadn't been a murder in Bluestem in years-and now, suddenly, three? Flowers knows two things: This wasn't a coincidence, and this had to be personal.But just how personal is something even he doesn't realize, and may not find out until too late. Because the next victim . . .may be himself.Filled with the audacious plotting, rich characters, and brilliant suspense that have always made his books "compulsively readable" (Los Angeles Times), Dark of the Moon is vintage Sandford, further proof that he "is in a class of his own" (The Orlando Sentinel).

How the series evolves

beginning
Dark of the moon
3.7· strong start
peak
Vecna Reborn
4.0· best book in series
the pit
The Deva Spark
0.0
finale
Monstrous Compendium
0.0· messes up the ending
overall
0.4· maybe series needed more care

Books in this Series

Dark of the moon

3.7 (3)
1

Virgil Flowers-tall, lean, late thirties, three times divorced, hair way too long for a cop's-had kicked around for a while before joining the Minnesota Bureau of Criminal Apprehension. First, it was the army and the military police, then the police in St. Paul, and finally Lucas Davenport had brought him into the BCA, promising him, "We'll only give you the hard stuff."He'd been doing the hard stuff for three years now-but never anything like this. In the small town of Bluestem, where everybody knows everybody, a house way up on a ridge explodes into flames, its owner, a man named Judd, trapped inside. There is a lot of reason to hate him, Flowers discovers. Years ago, Judd had perpetrated a scam that'd driven a lot of local farmers out of business, even to suicide. There are also rumors swirling around: of some very dicey activities with other men's wives; of involvement with some nutcase religious guy; of an out-of-wedlock daughter. In fact, Flowers concludes, you'd probably have to dig around to find a person who didn't despise him.And that wasn't even the reason Flowers had come to Bluestem. Three weeks before, there'd been another murder-two, in fact-a doctor and his wife, the doctor found propped up in his backyard, both eyes shot out. There hadn't been a murder in Bluestem in years-and now, suddenly, three? Flowers knows two things: This wasn't a coincidence, and this had to be personal.But just how personal is something even he doesn't realize, and may not find out until too late. Because the next victim . . .may be himself.Filled with the audacious plotting, rich characters, and brilliant suspense that have always made his books "compulsively readable" (Los Angeles Times), Dark of the Moon is vintage Sandford, further proof that he "is in a class of his own" (The Orlando Sentinel).

Campaign Option

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Imagine that you are a dragon--possessing amazing abilities, deadly breath weapons, claws like long swords, and teeth like daggers. This Campaign Option provides everything you need to create a campaign for dragon player characters, dragon kindred, half-dragons, and dragon slayers. Every page has been updated and expanded from the original COUNCIL OF WYRMS boxed set and --Rules for creating dragon and kindred PCs

The Shadow Rift

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For many years folk have gazed into the churning black vapors of the 1' Shadow Rift and wondered at the horrors that might lie within. Some have speculated that it might be a realm of the doomed, where tortured spirits suffer the hours of eternity. Others have speculated that it might be an empty domain, waiting for the arrival of a master who Is evil enough to claim it and shape it in his own image. Even the mysterious Vistani do not know what secrets are hidden in the depths of this gaping chasm. Now, the time has come for the veil of shadows to be parted. Loht, king of the shadow elves, has reclaimed the mighty Sword of Arak. With this relic, he intends to set in motion a plan that has taken thousands of years to form. He will throw open that very gate of darkness and invite one of mankind's greatest enemies to walk the land of the living. And if he is not stopped, the rivers of Ravenloft will run red with the blood of the innocent. This adventure can be played independently or in conjunction with the Ravenloft 81 adventure Servants of Darkness. For four to six characters of levels 7-9.

Night of the Walking Dead

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In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. "Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, Night of the Walking Dead is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead-and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the demiplane of dread? For 4 to 6 players, levels 1 to 3.

Adam's Wrath

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There are some things that mere mortals mere never meant to knom. . . . In the domain of Lamordia. Doctor Victor Mordenheim created Adam —cobbling the creature together from parts of human corpses. Now. years later. Adam wants revenge. Adam wants Elise. Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves them washed ashore, cold and hungry on the ice-bound Isle of Agony. . . . Then the terror begins. The adventurers embark on a journey of fear that leads from certain doom on the frozen island to a strange new life at Schloss Mordenheim. To return home they must challenge Adam himself and discover a portal—a gate that might lead homeward. Adam's Wrath is intended for a party of four to eight characters of 5th to 7th level. Carefully designed to allow a DUNGEON MASTER to launch from any campaign world or Ravenloft domain, Adam's Wrath is an adventure your characters will never forget—if they survive!

Tome of Magic

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Advanced Dungeon and Dragons/2nd Edition : Accessory Rule Book This supplement for the AD&D® 2nd Edition game details hundreds of new wizard and priest spells and scores of new magical items. Tome of Magic brings to light spectacular magical effects for players and Dungeon Masters alike!

Oriental Adventures

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“...The mysterious and exotic Orient, land of spices and warlords, has at last opened her gates to the West." For beginners or experts, players or DMs, this book holds all the information on oriental character classes, races, spells, magical items, weapons, fighting styles, and monsters. The world of samurai and ninja awaits!

Battlesystem Skirmishes Miniature Rules

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Everyone can enjoy miniatures gaming with these fast-paced, exciting fantasy combat rules. Each miniature represents one hero, wizard, soldier, or monster. Create exciting battles using any number and assortment of figures. The rules are compatible with the AD&D game, so your player character can be converted in minutes without complicated formulas. Magical items and spells are covered in detail. Also included is a complete, illustrated guide to painting miniatures.

Volo's Guide to Baldur's Gate II

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Baldur's Gate and Baldur's Gate II are two of the bestselling computer roleplaying games of all time. Now fans of the setting can find exactly where in the Forgotten Realms Baldur's Gate is located. Contains complete geographic details as well as hints and tips for Baldur's Gate II. This book connects the computer games with the Forgotten Realms "RM" roleplaying game, on which they were based. Because of its rich setting and highly detailed characters, the Forgotten Realms brand stretches beyond its paper-and-pencil roleplaying roots, appealing to computer and novel fans alike.

Five Coins for a Kingdom

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In an instant, the city of Lighthall vanishes from you very midst! In its place come five coins of amazing powers - power to transport you to a realm of fantastic worlds and incredible magic. In tis realms, islands float in air and vast armies battle at the brink of oblivion. The return of Lighthall depends on the defeat of one the evil enchanter, Durhan the Conqueror. Surrounding himself with the armies of Volde, Durhan musters his strength for the final assault on Trann. Defeating Durhan insures the preservation of Eloysia. Saving Lighthall, however, is another story. Lost in the raging core of the sun, the city balances on the edge of destruction. The rescue of Trann, its Ruling Wizards, and Lighthall itself all depend upon the powers of the coins - and the brave adventurers who take the quest upon themselves.

Al-Qadim

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Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire — such wonders, spun into tales by the fabled Scheherazade, enchanted a king for a thousand and one nights. The AL-QADIM™ campaign will enchant role-players for a thousand and one more. You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights. The first in a series of products, this volume features everything DMs and players need to launch the AL-QADIM campaign: • New rules for adventure, including desert survival, turning the hand of Fate, and averting the mysterious power of the evil eye • New roles to play: bold desert raiders, swashbuckling corsairs, clandestine slayers, mystic clerics, wizards of fire, sorcerers who command the genies, and more — over 20 roles in all! • New proficiencies, from camel-riding to haggling at the bazaar • New spells and a unique realm of magic, featuring the provinces of flame, wind, sea, and sand • An introduction to Zakhara, Land of Fate, a new setting for the AL-QADIM campaign.

Planes of Conflict

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Issue: 2011 12 30

Doors to the Unknown

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Doors to the Unknown is a collection of four PLANESCAPE adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.

Tales from the Infinite Staircase

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Features eight separate but linked adventures presented in a new format. The adventures can be played in any order, yet each scenario impacts upon and changes those played after it. Each of the eight adventures can also be played separately.

Monstrous Compendium

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What’s a fantasy role-playing game without monsters? At the heart of any good AD&D adventure, you'll find great monsters—dragons, giants, trolls, killer oozes, shadows, and who knows what else! This first Monstrous Compendium gives DMs and players 1445-hole punched pages of new and improved monsters, with all-new illustrations, expanded descriptions, and complete statistical data, all in an easy-to-read, easy to reference format. Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compendium Volumes Two and Three!