You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Demons and demon lords for your Dungeons & DragonsĀ® campaign! Demonomicon(tm) presents the definitive treatise on demons and their masters, the demon lords. Whether you're looking to introduce demons into your D&DĀ® campaign or plunge your heroes into the heart of the Abyss, this book has something for you! More than just a maelstrom of chaos and corruption, the Abyss is an exciting D&D adventure locale for paragon- and epic-level heroes to explore. Within its many layers lurk powerful demon lords and fiendish hordes eager to be unleashed upon unsuspecting worlds. This tome brings demons into the world of D&D, updates classic demons to 4th Edition, provides statistics for various demon lords, and introduces dozens of new horrors from the abyssal depths. It gives Dungeon Masters ready-to-use encounters and mechanics to make demons exciting elements in their home campaigns.
This essential supplement for the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game presents exciting new builds for the game's most popular classes: the cleric, the druid, the paladin, the ranger, and the warlock.
Morningstar describes an exciting, highly detailed fantasy setting for the d20 System. This campaign setting was a semi-finalist in the Wizards of the Coast Setting Search contest. Morningstar is a world of epic fantasy, where heroes fight to preserve a golden age of magic. In Morningstar, the golden age is now: The great empires have not yet fallen, humans have just come into their own, and dragons and mythical beasts abound. The primary threat to this golden age comes in the fulfillment of a dark Prophesy called The Canticle of The Morning Star. Its verses number in the tens of thousands, and their interpretations are the subject of much debate. This is a world still finding its destiny, where anything is possible.
Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
Interview by Shamim Momin.
The best way to start playing the 4th Edition Dungeons Dragons Fantasy Roleplaying Game. Designed for one-to-five players, this boxed game contains everything needed to start playing.
A guide to the role-playing game that provides information on its commands, inidividual campaigns, scoring, extras, tactics, and the secrets of the multi-player mode. This adventure takes characters from 1st level to 3rd level.
The nine martial disciplines presented in this supplement allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Information is also included on new magic items and spells and new monsters and organizations.
A new source of power for the Dungeons & Dragons(R) roleplaying game! This supplement introduces a magical substance called incarnum into the D&D game. With this book, the players characters can meld incarnum--the power of souls living, dead, and unborn--into magical items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield. This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign.
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.