Author:
Publisher:
ISBN: 9780786967063
Category :
Languages : en
Pages :
Book Description
DUNGEONS & DRAGONS
Author:
Publisher:
ISBN: 9780786967063
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780786967063
Category :
Languages : en
Pages :
Book Description
The Last Threshold
Author: R. A. Salvatore
Publisher: Wizards of the Coast
ISBN: 0786964294
Category : Fiction
Languages : en
Pages : 457
Book Description
Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . . The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.
Publisher: Wizards of the Coast
ISBN: 0786964294
Category : Fiction
Languages : en
Pages : 457
Book Description
Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . . The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.
Encyclopedia Magica
Author: Dale S. Henson
Publisher: TSR
ISBN: 9781560768425
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Publisher: TSR
ISBN: 9781560768425
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Hyperconscious
Author: Bruce R. Cordell
Publisher: Malhavoc Press
ISBN: 9781588469953
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Fantasirollespil.
Publisher: Malhavoc Press
ISBN: 9781588469953
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Fantasirollespil.
The Monsters Know What They're Doing
Author: Keith Ammann
Publisher: Simon and Schuster
ISBN: 1982122684
Category : Games & Activities
Languages : en
Pages : 560
Book Description
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Publisher: Simon and Schuster
ISBN: 1982122684
Category : Games & Activities
Languages : en
Pages : 560
Book Description
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Dungeons & Dragons For Dummies
Author: Bill Slavicsek
Publisher: John Wiley & Sons
ISBN: 0764599240
Category : Games & Activities
Languages : en
Pages : 434
Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Publisher: John Wiley & Sons
ISBN: 0764599240
Category : Games & Activities
Languages : en
Pages : 434
Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Adventures in Oz
Author: F. Douglas Wall
Publisher: CreateSpace
ISBN: 9781451544800
Category : Games
Languages : en
Pages : 136
Book Description
The Adventure Begins With You! For over 100 years, Dorothy's adventures in the Land of Oz have fired the imaginations of millions. Now it's time to create your own Adventures in Oz! * Easily create your own unique Oz character, or recreate your favorite Oz hero! * Simple rules and a bloodless combat system make it a great game for Oz fans of all ages! * Over 30 locations from L. Frank Baum's Oz stories as well as advice for creating your own Ozzy locales! * "The Jaded City of Oz" a fun new Oz adventure!
Publisher: CreateSpace
ISBN: 9781451544800
Category : Games
Languages : en
Pages : 136
Book Description
The Adventure Begins With You! For over 100 years, Dorothy's adventures in the Land of Oz have fired the imaginations of millions. Now it's time to create your own Adventures in Oz! * Easily create your own unique Oz character, or recreate your favorite Oz hero! * Simple rules and a bloodless combat system make it a great game for Oz fans of all ages! * Over 30 locations from L. Frank Baum's Oz stories as well as advice for creating your own Ozzy locales! * "The Jaded City of Oz" a fun new Oz adventure!
Complete Arcane
Author: Richard Baker
Publisher:
ISBN: 9780786934355
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Duels, arcane organizations, and other aspects of a campaign world imbued with magic. Book jacket.
Publisher:
ISBN: 9780786934355
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0
Book Description
Duels, arcane organizations, and other aspects of a campaign world imbued with magic. Book jacket.
Playing at the World
Author: Jon Peterson
Publisher:
ISBN: 9780615642048
Category : Computer games
Languages : en
Pages : 698
Book Description
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Publisher:
ISBN: 9780615642048
Category : Computer games
Languages : en
Pages : 698
Book Description
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Volo's Guide to Waterdeep
Author: Ed Greenwood
Publisher: TSR
ISBN: 9781560763352
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 210
Book Description
Publisher: TSR
ISBN: 9781560763352
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 210
Book Description