Races of the Wild (Dungeons & Dragons Supplement)


Skip WilliamsEmily Fiegenschuh - 2005
    It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Unearthed Arcana (Dungeons & Dragons)


Andy Collins - 2004
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items. More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Frostburn: Mastering the Perils of Ice and Snow


Wolfgang BaurDavid Griffith - 2004
    This 4-color supplement begins a new series of releases that focus on how the environment can affect D&D gameplay in every capacity. Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. There are expanded rules for environmental hazards and manipulation of cold weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with icy realms are included, as well as variants on current monsters. There is enough adventure material included for months of gameplay.

Heroes' Feast: The Official D&D Cookbook (Dungeons & Dragons)


Kyle Newman - 2020
    With this book, you can prepare dishes delicate enough to dine like elves and their drow cousins or hearty enough to feast like a dwarven clan or an orcish horde. All eighty dishes—developed by a professional chef—are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world.Heroes’ Feast includes recipes for snacking, such as Elven Bread, Iron Rations, savory Hand Pies, and Orc Bacon, as well as hearty vegetarian, meaty, and fish mains, such as Amphail Braised Beef, Hommlet Golden Brown Roasted Turkey, Drow Mushroom Steaks, and Pan-Fried Knucklehead Trout—all which pair perfectly with a side of Otik’s famous fried spiced potatoes. There are also featured desserts and cocktails—such as Heartlands Rose Apple and Blackberry Pie, Trolltide Candied Apples, Evermead, Potion of Restoration, and Goodberry Blend—and everything in between, to satisfy a craving for any adventure.

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest 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.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Vampire: The Dark Ages


Jennifer Hartshorn - 1995
    In the WORLD OF DARKNESS series, this book includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age.

Night of Long Shadows


Paul Crilley - 2007
    When one of Sharn's most famed Inquisitives is hired to investigate a brutal murder at Morgrave University, his brilliance may be his damnation, as he uncovers a trail of blood leading from the deediest neighborhoods of the City of Towers to the highest reaches of power.

Here There Be Gerblins


Clint McElroy - 2018
    Welcome to the Adventure Zone!SEE! The illustrated exploits of three lovable dummies set loose in a classic fantasy adventure!READ! Their journey from small-time bodyguards to world-class artifact hunters!MARVEL! At the sheer metafictional chutzpah of a graphic novel based on a story created in a podcast where three dudes and their dad play a tabletop role playing game in real time!Join Taako the elf wizard, Merle the dwarf cleric, and Magnus the human warrior for an adventure they are poorly equipped to handle AT BEST, guided ("guided") by their snarky DM, in a graphic novel that, like the smash-hit podcast it's based on, will tickle your funny bone, tug your heartstrings, and probably pants you if you give it half a chance.With endearingly off-kilter storytelling from master goofballs Clint McElroy and the McElroy brothers, and vivid, adorable art by Carey Pietsch, The Adventure Zone: Here There be Gerblins is the comics equivalent of role-playing in your friend's basement at 2am, eating Cheetos and laughing your ass off as she rolls critical failure after critical failure.

Player's Handbook II


David Noonan - 2006
    This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master's Guide II and Heroes of Battle.