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von Matt Dinniman
Welcome to the Iron Tangle! Carl and his ex-girlfriend’s cat, Princess Donut, have to team up with other contestants not just to survive, but to solve a deadly puzzle in this third, mind-twisting novel in the addictive Dungeon Crawler Carl series by Matt Dinniman—now with bonus material exclusive to this print edition.Earth has been transformed into the set of the galaxy’s most watched game show: Dungeon Crawler World, a nightmarish, multilevel, video game–like dungeon filled with traps, monsters, and mind-bending puzzles. Carl and Donut have survived so far, but this fourth level is unlike anything they could imagine. The Iron Tangle: an impossibly complicated subway system tied together into a knot of trains of all kinds, from classic steam engines to sleek modern cars. Up is down. Down is up. Close is far. The cars are filled with monsters, the railway stations aren’t always what they seem, and the exit is perpetually just a few stops away.The top ten list is populated, and Carl and Donut have made it. But that popularity comes with a price. They each now have a bounty on their head. They must work with other crawlers to solve the puzzle of the floor, but how can they do that when they don’t know who to trust? The secret to unraveling it all may be hidden in the pages of a seemingly useless book.Welcome, Crawlers. Welcome to the fourth floor of the dungeon.Includes part three of the exclusive bonus story “Backstage at the Pineapple Cabaret.”
von Simon R. Green
“Simon Green’s Nightside is a macabre and thoroughly entertaining world.”—#1 New York Times bestselling author Jim ButcherJohn Taylor works in the Nightside—the gaudy, neon noir, secret heart of London, where it’s always three in the morning, where gods and monsters make deals and seek pleasures they won’t find anywhere else. He has a gift for finding things. And sometimes what he's hired to locate can be very, very dangerous indeed.Right now, for example, he's searching for The Unholy Grail, the cup that Judas drank from at the Last Supper. It corrupts all who touch it—but it also gives enormous power. So he's not the only one hunting. Angels, devils, sinners and saints—they’re all out there, tearing apart The Nightside, seeking the dark goblet.And it’s only a matter of time until they realize that the famous John Taylor, the man with the gift for finding things, can lead them straight to it…
von Alex Scarrow
Liam O'Connor should have died at sea in 1912. Maddy Carter should have died on a plane in 2010. Sal Vikram should have died in a fire in 2026. But all three have been given a second chance - to work for an agency that no one knows exists. Its purpose: to prevent time travel destroying history . . . In 1993 British computer hacker Adam Lewis finds his name in a coded manuscript that is almost one thousand years old. How did Adam's name get in there . . . and why? Confronted by Adam in 2001, the TimeRiders travel back to Sherwood Forest in 1193 to discover the origins of the ancient message. But when a strange hooded man appears interested in the same thing, they begin to wonder what terrible threat this cryptic link from the past holds for the future . . .
von Steven Erikson
Savaged by the K'Chain Nah'Ruk, the Bonehunters march for Kolanse, where waits an unknown fate. Tormented by questions, the army totters on the edge of mutiny, but Adjunct Tavore will not relent. One final act remains, if it is in her power, if she can hold her army together, if the shaky allegiances she has forged can survive all that is to come. A woman with no gifts of magic, deemed plain, unprepossessing, displaying nothing to instill loyalty or confidence, Tavore Paran of House Paran means to challenge the gods -- if her own troops don't kill her first. Awaiting Tavore and her allies are the Forkrul Assail, the final arbiters of humanity. Drawing upon an alien power terrible in its magnitude, they seek to cleanse the world, to annihilate every human, every civilization, in order to begin anew. They welcome the coming conflagration of slaughter, for it shall be of their own devising, and it pleases them to know that, in the midst of the enemies gathering against them, there shall be betrayal. In the realm of Kurald Galain, home to the long lost city of Kharkanas, a mass of refugees stand upon the First Shore. Commanded by Yedan Derryg, the Watch, they await the breaching of Lightfall, and the coming of the Tiste Liosan. This is a war they cannot win, and they will die in the name of an empty city and a queen with no subjects. Elsewhere, the three Elder Gods, Kilmandaros, Errastas and Sechul Lath, work to shatter the chains binding Korabas, the Otataral Dragon, and release her from her eternal prison. Once freed, she will be a force of utter devastation, and against her no mortal can stand. At the Gates of Starvald Demelain, the Azath House sealing the portal is dying. Soon will come the Eleint, and once more, there will be dragons in the world. And so, in a far away land and beneath indifferent skies, the final cataclysmic chapter in the extraordinary 'Malazan Book of the Fallen' begins. From the Trade Paperback edition.
von Dungeons & Dragons
An epic Critical Role campaign for the world’s greatest roleplaying game. The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him.Inspired by the campaigns of the hit series Critical Role, this Dungeons & Dragons adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.First major D&D adventure book within Critical Role’s world of Exandria, taking players from levels 3–12Multi-continental story that spans the scarred Wastes of Xhorhas, introduces the continent of Marquet, and eventually plunges players into the Netherdeep—a terrifying cross between the Far Realm and the deep oceanBursting with lore and all new art depicting ExandriaIncludes a poster map of Ank’HarelAdds magic items, creatures, and introduces rival NPCs
von Chris Archer
When George and his friends find an ancient map hidden in his house, they think they're in for a modern-day treasure hunt -- but they soon discover that there's more at stake than buried riches. Now that George and his friends have explored the mysterious tunnels beneath his house and discovered the journal of the pirate Captain Kidd, they begin to believe there really is a treasure. But the only truly real thing is the danger. There is still a lot they don't know. They know there are 4 maps, but they don't know what they lead to. They know there are weird guys hanging out in the tunnels. And it looks like someone's been digging, but why? They know the tunnels are lined with booby traps. But who set them? They know the truth is hidden down there. But is it worth it?
von James Axler
BATTLEFIELD EARTH Far in the future, mankind endures the relentless onslaught of alien oppressors, an ancient battle whose tide has begun to turn through the efforts of the Cerberus rebels. This remarkable band of warriors fights an elusive enemy, traveling through dangerous portals of time and space, where reality and un-reality collide in stunning, deadly purpose... LIGHT OF THE DAMNED The diamond mines of the Congo are ground zero for a calculated new power grab by an ancient Mesopotamian god. Darkened and depraved, Nergal intends to harness the power of light to lock humanity in the blackness of eternal damnation. But Nergal's ability to blind his opponents is only the beginning. The Cerberus rebels will have to find the human who's pulling Nergal's strings...which means venturing into the gaping mouth of hell itself.
von Wendy Alec
"Wendy Alec's epic Chronicles of Brothers saga continues in the eagerly anticipated fourth book. It is 2025. Halfway through the tribulation, The Fourth Horseman of the Apocalypse, The Hooded Rider wields his scythe....The Rapture draws near. The long awaited Ten Kingdom Babylon Accord is finalized in Iraq. Ten of the world's former super economic regions including the entire Middle East and China, now ravaged by inflation and famine form a one world government under the iron rule of President of the the European Union-Lucifer's clone-Adrian De Vere. Adrian De Vere now controls the European Union, NATO, the United Nations and half the world's food and oil reserves. He masterminds a bailout plan to the tune of 70 trillion dollars. Israel is halfway through the denuclearization agreement. Adrian De Vere is hailed as the great western ally and savior of Israel. His elder brother, arch cynic and media mogul, Jason De Vere finds himself sucked into a dark supernatural world of demonized beings, Nephilm, Archangels and subterfuge-his deadliest enemy, once his closet friend and brother, is now systematically intent on his destruction. Jason runs for his life. Half a mile under Mont St Michel, Normandy, Adrian De Vere's biological scientists and Lucifer's dark Cabal Wizards release a weoponized toxin to decimate over a third of the earth's population. A timeless saga of Demons and Angelic Warriors, of obsessive love and treason. And an ancient evil that knows no bounds..."--Publisher description.
von Matthew Woodring Stover
In Heroes Die and Blade of Tyshalle, Matthew Stover created a new kind of fantasy novel, and a new kind of hero to go with it: Caine, a street thug turned superstar, battling in a future where reality shows take place in another dimension, on a world where magic exists and gods are up close and personal. In that beautiful, savage land, Caine is an assassin without peer, a living legend born from one of the highest-rated reality shows ever made. That season, Caine almost single-handedly defeated–and all but exterminated–the fiercest of all tribes: the Black Knives. But the shocking truth of what really took place during that blood-drenched adventure has never been revealed . . . until now. Thirty years later, Caine returns to the scene of his greatest triumph–some would say greatest crime–at the request of his adopted brother Orbek, the last of the true Black Knives. But where Caine goes, danger follows, and he soon finds himself back in familiar territory: fighting for his life against impossible odds, with the fate of two worlds hanging in the balance. Just the way Caine likes it.
von Dale Lucas
The third book in a rollicking fantasy series where the grit of grimdark meets a police procedural, and it's up to two watchmen to protect the streets of one of fantasy's most dangerous cities.Yenara is a sprawling, dirty city. Filled to bursting with heroes questing, mages testing out spells, thieves around every corner, elves judging everyone, dwarves hating everyone, orcs fighting everyone, and humans being typical humans. Enter Rem and Torval: one a human, the other a dwarf, and both working as Watchwardens.Now, they must escort a notorious thief through a dangerous forest to the nearby city from where the thief escaped. But the thief's companions are waiting, and the soldiers Rem and Torval travel with might not be so honorable.For more from Dale Lucas, check out:The Fifth WardFirst WatchFriendly FireGood Company