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This book contains tools a Dungeon Master needs to provide stories and game play. A resource for new and existing Dungeon Masters to engage in both adventure and world creation, with rules, guidelines, and advice from the game's experts. Created as part of a massive public playtest involving more than 170,000 fans of the game.
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This Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders--a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures. The monsters contained herein are culled from the D & D game's illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
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Ten-year-old Jun-su is a bright and obedient boy whose only desire is to be a credit to his family, his nation, and most importantly, his Dear Leader. However, when he discovers a copy of The Dungeon Master's Guide, left behind in a hotel room by a rare foreign visitor, a new and colorful world opens up to him. With the help of an English-speaking teacher, Jun-su deciphers the rules of the famous role-playing game and his imaginary adventures sweep...
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The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons.
The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.
Gygax's magnum opus, Dungeons...
The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.
Gygax's magnum opus, Dungeons...
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"Role-playing game historian Ben Riggs unveils the secret history of TSR- the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game....
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"There's a lot that Jarlaxle doesn't know: is he the lone survivor of the raid on the slaad fortress, can he even find a way to get out, and beyond his immediate predicament, could he possibly escape the ice caverns and get help for his friends? However, what Jarlaxle does know is that if he plans to come back--if Catti-brie, Entreri, and Zaknafein are to have any hope of surviving--he's going to have to bring back far more firepower. An army of aevendrow...
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The wizard Tasha has gathers bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance she has collected and codified them for the enrichment of all! Baked into this book are rule options for all the characters classes in the Player's Handbook-- including new subclasses. And the book is sprinkled with the archmage's musings on everything...
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In the wake of the demon uprising and two years of peace, a Civil war is in the offing, and Jarlaxle and a small group of friends go on an expedition in search of Doum'wielle, the last wielder of the powerful sword known as "Cutter", in hopes that she may be the key to unlocking the sword's potential.
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"The world is a dangerous place--especially when you're up to no good. Whether you're a rampaging monster, a calculating mastermind, or the current possessor of the Golden MacGuffin, someone's going to come at you. Probably more than one someone. You can't know when, but you can choose where. You need to be ready. You need a lair. In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop...
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"Over fifty creatures--from the familiar giants and goblins to the utterly fantastical beholders and behir--are showcased in this fully-illustrated eighty-page guide to the monstrous world around us. Discover intimate details about the habits and habitats of each magical beast, pore over maps of their lairs, and find out the best tools and tricks to overcome them"--Publishers' description.
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When a young boy vanishes, a small town uncovers a mystery involving secret experiments, terrifying supernatural forces and one strange little girl. It's 1984 and the citizens of Hawkins, Indiana are still reeling from the horrors of the demagorgon and the secrets of Hawkins Lab. Will Byers has been rescued from the Upside Down but a bigger, sinister entity still threatens those who survived.
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Something big has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which occur every half century. The Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash, a forbidden human, secretly disguised as a minotaur, is no stranger to impossible odds, and neither are her friends, the Danger Club, who recently battled a necromancer and his army...
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"The Dungeon master's guide features the 4th edition game rules and guidelines for creating and running encounters, adventures, and campaigns. It offers a wealth of advice to new and experienced dungeon masters, and includes essential game rules for awarding experience, distributing treasure, creating nonplayer characters, and adding mighty artifacts to the game"--Cover p. [4].
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Sunny side up volume 3
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"Sunny's just made it to middle school . . . and it's making her life very confusing. All her best friend Deb wants to talk about is fashion, boys, makeup, boys, and being cool. Sunny's not against any of these things, but she also doesn't understand why suddenly everything revolves around them. She's much more comfortable when she's in her basement, playing Dungeons & Dragons with a bunch of new friends. Because when you're swordfighting and spider-slaying,...
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This collection of Dungeons & Dragons artwork provides a chronicle of the game's past, present and future. As the years passed, the game evolved from a "Satanistic" basement game for weirdos to celebrate a resurgence as a mainstream cultural phenomena. The look of the game evolved, and this visual archive explores the familiar imagery as well as one-of-a-kind rarities. -- adapted from foreword, introduction and back cover.
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"Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual...