If Neverwinter is to survive, it's up to heroes to face down secret cults, sinister The same tales warn that this Chaos Scar draws wickedness to it. Perhaps you can help stem this tide Mordenkainen's Magnificent Emporium 4e A wondrous collection of magical treasures for any campaign. Few wizards know more about magic than the mighty Mordenkainen, whose arcane achievements are without peer.
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Stand aside, Tenser! Back to the books, Otiluke! Still, he hardly seems the type to But what was defeated was not destroyed. Now forces converge on the Ten Towns, the people of the North face their Dark Sun Campaign Setting 4e Explore a savage, wondrous world. Aimed at players and Dungeon Masters, this game supplement explores the heroes and wonders of Athas—a savage desert world abandoned by the gods and ruled by terrible sorcerer-kings.
The monsters described herein are designed to be easy for Dungeon Masters to use and Forgotten Realms Campaign Guide 4e Dark perils and great deeds await! The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure, Time to build a new food chain.
Nentir Vale and beyond UPDATE - The Piazza
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The monsters Madness at Gardmore Abbey 4e A thrilling heroic-tier adventure for characters of levels This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take From the bright towns and darkened wilderness they come: mighty heroes intent on exploring dungeons, slaying monsters, and battling evil.
Player's Handbook 2 includes four classes Under this pall of shadow, the drow fight with impunity, protected from the harsh daylight. Player's Handbook 3 4e Out of the Far Realm they came: creatures of horror and madness. As the gods rallied against the incursion, brave heroes arose with newfound powers of their own. Together they stood against this threat from beyond, just as they stand today.
This companion to the Player's Handbook and Player's Handbook 2 core rulebooks introduces the psionic power source-powers of the will brought to bear against It contains all of the information a Dungeon Master needs to run adventures or an entire campaign based in this treacherous city, including descriptions of city locations, drow houses, key organizations, Player's Option: Heroes of the Feywild 4e Ready to explore your character's wild side? This book contains exciting new character Dark Sun: Fury of the Wastewalker 4e On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety.
But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city.
The stakes Create monster-infested dungeons, gather your friends, and let the fun begin. This book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains to challenge heroes This supplement for the Dark Sun Campaign Setting collects the most iconic and dangerous monsters of the Dark Sun campaign setting into one handy tome. It also contains other hazards and threats found in the desert wastelands and dungeon tombs of Athas. The creatures and threats presented herein make worthy encounters for Athasian However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all.
I think the poor-quality adventures that came out so soon after and before! Advice which WotC's own adventures rarely, if ever, followed. So, getting back on track, it probably shouldn't be a surprise that I like the presentation of Vor Rukoth quite a lot.
It's a decayed, not-as-dead-as-it-looks city that still teems with intrigue and could form the basis for a few dozen sessions or more. It's here to help DMs make adventures, not to make adventures for them. Vor Rukoth is mostly geared towards high-Heroic and low-Paragon-tier adventurers. The city is broken down into 8 main districts - and there's a "home base" of sorts outside of it, which is every bit as intriguing as the ruins themselves. The DM is presented with a list of seven or eight factions, all of which have an interest in the goings-on of the city; some groups will gravitate more towards one than another, which is just great.
Each group is given a rough sketch, with its leaders and prominent members given a paragraph or so of description. It's presented directly and straight to the point; the author had a lot of ground to cover in 32 pages. The locations in the city itself are likewise given birds-eye views.
There's some brief background and description, a quick note on which factions are trying to do what there, and some thumbnail sketches of some important locations. There are a few custom monsters, a few new magic items, and a ton of proverbial space around the edges for a capable DM to fill in. It's enough that a capable DM can improv during the game, though it's not quite as improv-friendly as the excellent Gloomwrought box.
I'm thrilled that I'm finally getting to use this in my home campaign instead of staring at it longingly on my shelf. I've been running Dark Sun since August , and with somewhat slowed advancement, my group is level 12 now.
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I'm tweaking it quite a bit, mind you - I'm using it for my version of Arkhold in the far southeast of the map. I'm keeping some of the Tiefling connection liking how they were handled in the 4e DSCS and keeping one or two of the factions, but mostly I'm using it how I think it was intended - as a springboard for my own ideas. Which are based loosely on Gygax's novel Sea of Death, but that's neither here nor there! It will be a fun ride. This is a setting product which provides description and story hooks about the ancient capital of the Tiefling empire, Bael Turath.
Series: Dungeons and Dragons 4th Edition
It contains some nice maps, but leaves a lot of areas to be detailed by the Dungeon Master who should have the 3 main core books at minimum to make the best use of this product. This is not a ready-to-run module. If that is what you expect ou tof this, you will be very disappointed. Various areas of the city will have differing levels of challenges. Players who insist on tackling the wrong areas can find this setting very lethal. Hints and rumors should point them to areas they can handle at their level and skill. The production values are fairly good and are not grossly lacking.
At full price, this product provides somwhat less value than hardcovers, so I only recommend if you can obtain it at a discount. For groups with Tiefling or Dragonborn characters, this setting will be of greater interest. I bought this "Adventure Site" to fill up an order to the free shipping line and was pleasantly surprised at the quality and utility of it.
For background, I am a habitual DM and my collection of roleplaying paraphernalia is measured in cubic feet. One should note though: this product is meant for someone running a game and is of no use for a player. Product Quality: This product consists of a paperback volume bound, a double-sided map, all bound in a cardstock leaf with an enlarged map of the city printed on it. Compared to the quality of previous offerings Keep on the Shadowfell comes to mind , the printing ink used seems better but nothing else stands out.
Paperback Volume: The 'book' included in this set is a nifty compilation of fluff text and an assortment of new monsters, and items. Over fifty encounters designed to be dropped into any campaign. Book of Exalted Deeds. Book of Vile Darkness. Along with wicked spells, wondrous items, and artifacts, Book of Vile Darkness also provides descriptions and statistics for a host of abominable monsters, archdevils, and demon princes to pit against the noblest of heroes.
Ari Marmell , C. Part of the Environment series, Cityscape features city-building rules, new options for city-based characters, city-based encounters, and rules for urban terrain. Complete Adventurer.
Complete Arcane. Complete Champion. Complete Champion focuses on the divine champion and provides new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. Complete Divine. Complete Mage. In addition to providing the definitive treatise on arcane magic, Complete Mage expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen.
Complete Psionic. Complete Scoundrel. Mike McArtor and F.