Monster Manual V (Dungeons & Dragons Supplement)


David NoonanWil Upchurch - 2007
    This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.

Guildmasters' Guide to Ravnica


James Wyatt - 2018
    Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence. These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

Pathfinder Roleplaying Game: Ultimate Equipment


Jason BulmahnBrian J. Cortijo - 2012
    Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder RPG Ultimate Equipment includes:- Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.- Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.- A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.- An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.- New alchemical weapons, tools, and poisons.- Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.- Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.... and much, much more!Cover art by Wayne Reynolds

Clanbook: Tremere


Keith Herber - 1995
    they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.

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.

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.

DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe


Steve Kenson - 2010
    This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Curse of the Azure Bonds


Jeff Grubb - 1989
    

Starfinder: Core Rulebook


James L. SutterJason Keeley - 2017
    Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost

Tomb of Annihilation


Christopher Perkins - 2017
    Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee. Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.

Clanbook: Tzimisce Revised


Lucien Soulban - 2001
    The modern nights have caught up with these monsters, however, who have fallen from their place as masters of hoary estates to degenerates bound by the callous whims of the Sabbat.The Flesh-Twisted FiendsAs the next entry in the revised lineup of clanbooks, Tzimisce takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

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.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.