The continuing adventures of Fitzwilliam and Elizabeth Darcy as they get dragged into yet another bizarre adventure. A cryptic map from a dead Sea-Captain holds clues to an elusive wizard’s treasure. But first they must solve the puzzles on the map and then find their way through the wilds of a very different Britain. Battling Elves, Pirates and Monks, the treasure they eventually find is not at all what they were expecting. This hilarious sequel to Pride and Perpetration opens a whole new world of odd characters as well as touching on the past lives of our heroes.
Once upon a past. . . . Millie had been a ghost for 800 years. But now, restored by the magic of Xanth, she was again a maddeningly desirable woman. She could have had any man she wanted . . . except the one she did want, Jonathan the zombie. To grant Millie her desire, and to prove his right to rule Xanth in the future, young Magician Dor embarked on a quest for the elixir which would restore Jonathan to full life. But the potion could be found only in the past . . . so, through a magic tapestry, to the past he went, taking over the body of a barbarian warrior. The first person he encountered there was Jumper, a giant spider—a nightmare monster, but a staunch friend and much-needed ally in peril-haunted, ancient Xanth. Then Dor met Millie—800 years younger, but just as lovely. And he realized that, in his new body, he was no longer twelve years old . . .
When four children stumble upon the magic of the lost dark obsidian gemstone in the grounds of an old haunted castle their adventure has only just begun. To their amazement the magical gemstone mysteriously gifts them with extraordinary supernatural & magical powers. Upon opening the vortex of the magical dark obsidian gemstone on midnight of Halloween into the magical realm of Mere Leander, the children befriend forgetful wizards Meldrick and Albright, dragons, unicorns, elves and all manner of supernatural creatures. With the help of the wizards ancient magical manuscript 'The Legends of Mere Leander' they search for the last remaining magical entities before the dark wizard Delverasteon and his phantom familiar, the changeling Seith discover them and use their magic to destroy the enchanted magical realm of Mere Leander and beyond...
Ever wish to ride upon the wings of an angel? Ever wish to be friends with a whimsical gnome? Ever wish to be a part of a world where magic rules in the place of law? Of course you have. These wishes are better known as fantasies or dreams as dreams help us to live a more fanciful life as our lives might not be that of which we had hoped. Fantasies Thoughts we can only dare to dream as the dream may never come true but for one boy it has Burris Samson is a magical boy of eleven, going on twenty. A boy put in the position to decide the fate of a parallel world of wizardry, creatures of fantasys belief and so far, has done what most men, kings and warriors fear to dare. Burris Samson accepts the challenges of an alternate world without prize but will come to discover more than he bargained for. Deaths wish of a love returned. A lost desire to know the man of whom he thought had abandoned he and his mother long before his birth. A journey he heavies, not just for the world whom appointed him but a journey of self, which he still fights alongside the magical friends he has made throughout his fantastical dream.
A hidden door. A magical staircase. Discover the world of Droon! There's no place like home! Eric and his friends have finally restored the Rainbow Stairs, but that was the easy part. Now Gethwing is loose in the Upper World, and the Moon Dragon is causing big trouble. Eric, Julie, and Neal have to protect their town, but they're up against mysterious creatures, strangely-behaving parents, and powerful magic. Can the kids stop Gethwing before he destroys the Upper World -- for good?
Take your gaming campaign to the next level with this inspiring, easy-to-use collection of random encounters perfect for any fantasy RPG. Spark your imagination fast with this collection of fun, engaging, and inspiring random encounter prompts. These expertly written options are organized into popular themes and locations so you can find what you need fast, whether you choose from the list or use the dice to choose randomly. With fantasy hooks to fit every game from Pathfinder to GURPS to D&D, there are options for all of your campaigns. Whether you’re playing from a game book or weaving your own homebrewed adventure, there’s always a need for short random encounters in between set pieces. Featuring fun full-color illustrations, you’ll engage more in your story and bring your game to life!
A young wizard's apprentice joins the master wizard Pentegarn in a war of wizards at Rainbow Castle. The reader's choices determine the outcome of the plot.
In this sequel to The Voyage to Magical North, Brine, Peter, Cassie and crew return for another swashbuckling adventure on the high seas. Reaching the edge of the world can't stop the crew of the Onion! It's westward ho in search of dragons, no matter the obstacles. And there are obstacles. Flesh-eating vines, violent locals, and mischievous magi—not to mention Marfak West's ghost—meet the pirates when they land on the Western Island, where a volcano threatens to end them all. Together, Brine and Peter might just be able to save the crew, the island, and themselves. Or they might all go up in flames. It really could go either way.