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Glades of Death by Patrick Lawinger
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Tome of Magic: Pact, Shadow, and Truename Magic
Matt Sernett - 2006
These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.
Rules Compendium
Chris Sims - 2007
The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.
Drow of the Underdark
Robert J. Schwalb - 2007
Everything you want to know about drow and their subterranean homeland - as well as some things you didn't want to know - can be found in this tome. This supplement is intended for players who want to play drow characters and Dungeon Masters who want to run D&D adventures and campaigns featuring drow.
The Moth Saga: Book 4-6
Daniel Arenson - 2014
One half lies drenched in eternal daylight, the other cloaked in endless night. All is light or darkness. All is the sun or the moon. All but me..."The Moth Saga, a bestselling fantasy series, tells the story of Moth, a world torn in two--its one half always in sunlight, the other cloaked in endless night. This bundle includes books four, five, and six in the series: Daughter of Moth, Shadows of Moth, and Legacy of Moth.Many eras ago, the world of Moth fell still, leaving one side in perpetual daylight, the other in darkness. Madori might be unique in Moth: her father is a son of sunlight, her mother a daughter of darkness. As war rages between Moth's two halves, Madori must find a way to heal this broken world . . . and to heal her own torn soul.
Power of Faerûn (Forgotten Realms)
Ed Greenwood - 2006
Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince? Power of Faerûn shows players and Dungeon Masters how to play high-level characters and run high-level campaigns in the Realms. It presents worthy challenges and opportunities for heroes who have had their fill of crawling through caverns and plundering forsaken tombs.For use with these Dungeons & Dragons® productsPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™Forgotten Realms Campaign Setting
La má del rei
George R.R. Martin - 1986
When the cyborg arrives, she senses a worthy and dangerous opponent--one that's been dead for 800 years...
Elemental Evil Player's Companion (Dungeons & Dragons 5th Edition)
Richard Baker - 2015
The Elemental Evil Player’s Companion provides everything players need to build a character that is tied directly into the Elemental Evil storyline.New race options include the aarakocra, deep gnome, genasi, and goliath. Additionally, a plethora of new spells put the elements directly at your command.The Elemental Evil Player’s Companion, was original designed by Richard Baker, Robert J. Schwalb and Stephen Schubert, with additional design and development by Wizards D&D R&D.This accessory is specifically meant to support the Elemental Evil–Princes of the Apocalypse adventure product.
Heroes of Horror
James Wyatt - 2005
"Heroes of Horror" provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror, including rules for dread and tainted characters, as well as plenty of new horrific monsters and adventure seeds. Different types and genres of horror are discussed in detail.
Fiendish Codex I: Hordes of the Abyss
Ed Stark - 2006
They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and with each conquered soul their numbers grow. What can stand against such a terrifying onslaught?This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. Along with information about the physiology, psychology, society, and schemes of demonkind, you’ll find feats, spells, items, and tactics commonly employed by demons and those who oppose them. This book also provides detailed information on various demons, demon lords, and Abyssal layers.For use with these Dungeons & Dragons® core booksPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Player's Essentials: Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement
Mike Mearls - 2010
Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Thunder Point Collection Volume 3
Robyn Carr - 2021
MIRA brings you three full length novels in one collection! Welcome to Thunder point, a small town along the Oregon coast with towering cliffs, a picturesque bay, and the finest people you could ever hope to meet.This box set includes:ONE WISH (A
Thunder Point
Novel)By #1
New York Times
bestselling author Robyn CarrCome back to Thunder Point! From the #1 New York Times bestselling author of the Virgin River series, book 7 in her beloved Thunder Point novels, where second chances can be complicated, but finding love might be simple…A NEW HOPE (A
Thunder Point
Novel)By #1
New York Times
bestselling author Robyn CarrCome back to Thunder Point! From the #1 New York Times bestselling author of the Virgin River series, book 8 in her beloved Thunder Point novels, where second chances can be complicated, but finding love might be simple…WILDEST DREAMS (A
Thunder Point
Novel)By #1
New York Times
bestselling author Robyn CarrFrom the #1 New York Times bestselling author of the Virgin River series, Robyn Carr, rediscover the charming coastal town of Thunder Point, where hard work and determination are all it takes to make dreams come trueRead the
Thunder Point
Series by Robyn Carr:Book One: The WandererBook Two: The NewcomerBook Three: The HeroBook Four: The ChanceBook Five: The PromiseBook Six: The HomecomingBook Seven: One WishBook Eight: A New HopeBook Nine: Wildest Dreams
Monster Manual IV
Gwendolyn F.M. KestrelKolja Raven Liquette - 2006
Sure to be popular with both Dungeonmasters and players, this supplement to the D&D(R) game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms(R) or Eberron(R) campaign. This product is tied to 2006's Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.
Sharn: City of Towers
Keith Baker - 2004
The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.
King of the Mountain / Lure of the Wild
David Robbins - 2012
But a few brave souls struck out into that desolate wilderness, desperate to free themselves from the restrictions of the civilized world…KING OF THE MOUNTAIN: Nathaniel King doesn’t need much incentive to escape the confining, bustling city of New York. When his uncle starts spinning tales of a great treasure hidden in the wilderness, Nathaniel finds the lure of the West impossible to resist. Nathaniel’s trail leads from danger to danger, and into the uninhabited Rocky Mountains. If he can survive, Nathaniel will unearth a treasure far more valuable than he ever imagined.LURE OF THE WILD: Nineteen-year-old Nathaniel King and a rugged mountain man named Shakespeare McNair are headed to a rendezvous of trappers and fur traders in the Rocky Mountains. But hostile Utes and Blackfeet Indians pursue them relentlessly, determined to have their scalps. Despite the protection of a friendly band of Shoshone, Nathaniel and his companion risk the loss of their freedom…and their lives.