Download A Knight of the Seven Kingdoms (The Tales of Dunk and Egg, by George R. R. Martin PDF

By George R. R. Martin

Happening approximately a century earlier than the occasions of A online game of Thrones, A Knight of the Seven Kingdoms compiles the 1st 3 legitimate prequel novellas to George R. R. Martin’s ongoing masterwork, A tune of Ice and hearth. those never-before-collected adventures recount an age whilst the Targaryen line nonetheless holds the Iron Throne, and the reminiscence of the final dragon has now not but handed from residing consciousness.

Before Tyrion Lannister and Podrick Payne, there has been Dunk and Egg. a tender, naïve yet finally brave hedge knight, Ser Duncan the Tall towers above his rivals—in stature if now not event. Tagging alongside is his diminutive squire, a boy known as Egg—whose precise identify is hidden from all he and Dunk stumble upon. although extra inconceivable heroes will not be present in all of Westeros, nice destinies lay forward for those . . . as do strong foes, royal intrigue, and outrageous exploits.

Featuring greater than one hundred sixty all-new illustrations by means of Gary Gianni, A Knight of the Seven Kingdoms is a must have assortment that proves chivalry isn’t dead—yet.

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Additional resources for A Knight of the Seven Kingdoms (The Tales of Dunk and Egg, 1-3; A Song of Ice and Fire)

Sample text

Lasts one turn. Omnipotent Eye (5) Provides more information about nature and/or level of magic on persons/objects. Pepperload (5) [Range 30’] This will affect one target whose IQ+LK+CHA cannot exceed the caster’s (higher levels increase this limit). Their next mouthful of food or drink (if taken within the next round) will be a pure mixture of curry, tabasco, and jalapeño. Poor Baby (2 Mc per 1 CON) Magical healing of wounds or injuries. Cannot raise Constitution above original level. Portal Picture (4) This creates a perfect three dimensional illusion of a passage through a wall or similar barrier.

Drearnweaver (11) Puts monsters/foes to sleep for 1-6 turns (roll 1 dice to determine) if caster’s MC, IQ, and CHR total exceed MR (or foe’s MC, IQ and CHR total if rated). Fireball (6) [Range 100’] A glowing red 6 inch sphere hurtles to the target & explodes. The caster must make the appropriate Dexterity saving roll to hit, or specify a terminal range for explosion. Damage is 2 dice, no adds. Higher levels either double the damage or the range. Fly Me (7) Allows user to fly (running speed) 1 turn.

Mind Pox (39) [Range 100’] Causes mental confusion; the victim cannot attack or defend. Lasts 3 turns. Can affect any number of beings up to level of caster. Moon Banish (20) A lunar eclipse affecting the area within one mile of the caster; lasts for one hour or until dismissed. Higher levels double the radius. Moxi-Toxi (15) [Range 45’] Negates a Smog, but not the effect if one has already breathed the gas. Peekaboo (15) Renders any material (less than a foot thick) transparent for one turn. The area of transparency can be up to (level) inches in diameter.

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