By James Phelan

Thirteen books. 13 nightmares. One future. Are you one among them?

Inception meets The Da Vinci Code during this new sequence from the writer of the global bestselling 39 Clues!

Sam is a Dreamer. one of many thirteen, whose desires — and nightmares — can turn into actual. those participants won't basically store the area, yet swap it eternally. they're our final desire within the conflict opposed to evil. they simply don't realize it yet.

Sam is the 1st of the thirteen to be exposed. He starts off his determined challenge in Vancouver, and units off around the globe to discover the opposite twelve Dreamers and find the scattered artifacts had to retailer the area from the final word evil. yet will they be powerful sufficient to outmaneuver a military of knowledgeable brokers, thwart protection officers at museums, libraries, govt amenities, and archaeological websites, and face the terrifying determine that haunts their dreams?

The experience maintains on-line at thelast13.com, the place extra content material extends the storyline of every booklet.

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13 (The Last Thirteen, Book 1)

Thirteen books. 13 nightmares. One future. Are you certainly one of them?

Inception meets The Da Vinci Code during this new sequence from the writer of the global bestselling 39 Clues!

Sam is a Dreamer. one of many thirteen, whose goals — and nightmares — can turn into actual. those members won't simply keep the area, yet switch it perpetually. they're our final desire within the conflict opposed to evil. they only don't are aware of it yet.

Sam is the 1st of the thirteen to be exposed. He starts his determined challenge in Vancouver, and units off around the globe to discover the opposite twelve Dreamers and find the scattered artifacts had to store the realm from the final word evil. yet will they be robust sufficient to outmaneuver a military of expert brokers, thwart protection officers at museums, libraries, executive amenities, and archaeological websites, and face the terrifying determine that haunts their dreams?

The experience maintains on-line at thelast13. com, the place extra content material extends the storyline of every booklet.

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Extra info for 13 (The Last Thirteen, Book 1)

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The rocs serve the stone giants as messengers, mounts, and guardians, but they are still violent and ill-tempered. During daylight hours, they are likely to spot intruders approaching the castle. At night, they sleep in their nest, but Spd 40 ft. ; Reach 10 ft. Special Attacks trample 2d8+18 (DC 27) Tactics During Combat The mammoths fight separately, trumpeting and bull rushing any character they catch in their tusks in the 28 F o r t r e s s o f t h e S to n e g i a n t s direction of the stable exit or, if the fight proceeds into the courtyards, into the pit (area A9).

The walls of this room have been chiseled away and made almost regular. Four anvils stand in the middle of the room, while to the south burns a bright forge fire. Immense bellows stand near a row of low iron cages, each featuring a filthy mound of straw. The bellows’ handles extend through the cages, allowing anyone imprisoned within to work the bellows without the necessity of leaving their confines. To the north, mounds of steel and the broken and bent pieces of a dozen weapons await work. Many of the weapons and armor being forged for the coming war are being created elsewhere, either in the surrounding camps or at tribal forges in the Iron Peaks.

Once a haunt is active, a successful turn undead attempt against the haunt’s effective Hit Dice ends it immediately, although the character making the turn attempt must notice the haunt and must act before it in the surprise round it is activated. If the turning attempt results in a destruction result, that particular haunt is exorcised and permanently disabled. Once a haunt triggers, it cannot trigger again for 24 hours. A haunt is assigned a CR score, calculated as if it were a trap. For experiencing and surviving a haunt, award the entire party XP as if it had defeated a creature of that CR.

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