We've ranked the best dungeons and dragons books using expert recommendations, sales data, and millions of reader ratings. At Shortform, we know books. Our book guides are the best in the world. Learn why.
Everything a player needs to create heroic characters for the world’s greatest roleplaying game
The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
Use this book to create exciting characters from among the most iconic D&D® races and classes.
Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game
The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!
- The third of three core rulebooks, this book contains tools a Dungeon Master needs to provide captivating stories and game play. - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage 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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Homeland (Forgotten Realms: The Dark Elf Trilogy, #1; Legend of Drizzt, #1)
R. A. Salvatore
4.8
Drow ranger Drizzt Do'Urden, first introduced in The Icewind Dale Trilogy, quickly became one of the fantasy genre's standout characters. But Homeland first reveals the startling tale of how this one lone drow walked out of the shadowy depths of the Underdark, leaving behind a society of evil and a family who want him dead. It is here that the story of this amazing dark elf truly began.
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Monster Manual (Dungeons & Dragons, 5th Edition)
Wizards of the Coast
4.8
A menagerie of deadly monsters for the world’s greatest roleplaying game
The 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.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
• The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. • An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. • Created as part of a massive public playtest involving more than 170,000 fans of the game.
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Exile (Forgotten Realms: The Dark Elf Trilogy, #2; Legend of Drizzt, #2)
R.A. Salvatore
4.7
Drizzt Do'Urden has been exiled from his country and forced to wander the tunnel-mazes of the Underdark, which are haunted by the evil dark elves.
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The Crystal Shard (Forgotten Realms: Icewind Dale, #1; Legend of Drizzt, #4)
R.A. Salvatore
4.6
Akar Kessel, weak-willed apprentice mage, starts events that find a magical device, the crystal shard. Dwarf Bruenor rescues barbarian Wulfgar from the ruins of Ten-Towns, for 5 years of service - and friendship. With help from renegade dark elf Drizzt, Wulfgar becomes a warrior with brawn and brains. Can the trio stave off the crystal shard forces?
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Sojourn (Forgotten Realms: The Dark Elf Trilogy, #3; Legend of Drizzt, #3)
R.A. Salvatore
4.6
Far above the merciless Underdark, Drizzt Do'Urden fights to survive the elements of Toril's harsh surface. The drow begins a sojourn through a world entirely unlike his own--even as he evades the dark elves of his past.
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Dragons of Autumn Twilight (Dragonlance: Chronicles, #1)
Margaret Weis and Tracy Hickman
4.6
Life-long friends, they went their separate ways. Now they are together again, though each holds secrets from the others in his heart. They speak of a world shadowed with rumors of war. They speak of tales with strange monsters, creatures of myth, creatures of legend. They do not speak of their secrets. Not then. Not until a chanced encounter with a beautiful, sorrowful woman who bears a magical crystal staff draws the companions deeper into the shadow forever changing their lives and shaping the fate of the world.
No one expected them to be heroes.
Least of all themselves.
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Xanathar's Guide to Everything
Wizards RPG Team
4.6
Explore a plethora of fantastic new rules options for both players and Dungeon Masters in this supplement for the world's greatest roleplaying game
The Xanathar... Waterdeep's most infamous crime lord, and a beholder to boot... You'd be shocked to discover just how much he knows about you... Yes, you... adventurers.
Assembled here for the first time is new information on adventurers of every stripe. In addition, you'll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar's personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on "heroes" themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.
Beauty is in the eye of the beholder, but evil is in its heart!
For use with the fifth edition Player's Handbook(R), Monster Manual(R), and Dungeon Master's Guide(R). - Complete rules for more than twenty new subclasses for fifth edition Dungeons & Dragons(R), including the cavalier, the inquisitive, the horizon walker, and many more. - Dozens of new feats and spells, and a system to give your character a unique, randomized back story - A variety of systems and tools that provide Dungeon Masters new ways to personalize their home games, while also expanding the ways players can engage in organized play and shared world campaigns. - Fans of DUNGEONS & DRAGONS(R) can get a sample of what this book has in store for them by visiting their local hobby retailer and participating in the D&D Adventurers LeagueTM organized play program. - Design and development by the Wizards tabletop RPG team.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
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Streams of Silver: Legend of Drizzt, Book V (unabridged)
R. A. Salvatore
4.6
The epic tale of everyone's favorite dark elf, Drizzt Do'Urden, reaches new heights!
Drizzt Do'Urden struggles with his own inner voices, voices that call him back to the pitiless depths of the Underdark. But louder still are the voices of his newfound friends, and the dream that drives Bruenor Battlehammer on to reclaim Mithral Hall. Time and again they're told to turn back, that some dreams can never be fulfilled, but on they fight - together.
The Halfling's Gem (Forgotten Realms: Icewind Dale, #3; Legend of Drizzt, #6)
R.A. Salvatore
4.5
Regis has fallen into the hands of the assassin Artmis Entreri, who is taking him to Calimport to deliver him into the clutches of the vile Pasha Pook. But Drizzt and Wulfgar are close on their heels, determined to save Regis from his own folly as much as from his powerful enemies.
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Dragons of Spring Dawning (Dragonlance: Chronicles, #3)
Margaret Weis
4.5
Finally armed with dragonlances, a group of heroes, composed of a knight, barbarian, dwarf, and half-elf, faces a deadly showdown with the evil dragons and Takhisis, the Queen of Darkness.
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Volo's Guide to Monsters
Wizards RPG Team
4.5
Immerse yourself in monster lore in this supplement for the world's greatest roleplaying game
This is NOT just another Monster Manual! Volo's Guide to Monsters provides something exciting for players and Dungeon Masters everywhere. - A deep dive into the lore behind some of D&D's most popular and iconic monsters - Dozens of monsters new to the fifth edition to include in your epic adventures - New playable races to allow you to build characters to fit nearly any type of story in your D&D game.
The esteemed loremaster Volothamp Geddarm is back and he's written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn't believe Volo gets some of the important details quite right. Don't miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille. Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let's not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive.
Research has never been so dangerous!
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The Legacy (Forgotten Realms: Legacy of the Drow, #1; Legend of Drizzt, #7)
R.A. Salvatore
4.5
Life is good for Drizzt Do'Urden, better than it ever has been for the beleaguered dark elf. His dearest friend, the dwarf Bruenor, has reclaimed his throne, and his adventuring companions, Wulfgar and Catti-brie, are to be wed in the spring. Even the halfling Regis has returned. All the friends are united in the safety and prosperity of Mithril Hall, where streams of silver mithril run deep and dwarven hammers bang out the solemn rhythms of ancient and unending songs.
But Drizzt did not achieve this state of peace without leaving powerful enemies in his wake. Lloth, the dreaded Spider Queen deity of the evil dark elves, counts herself among them and has vowed to end the drow's days of pleasant security.
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Starless Night: Legend of Drizzt: Legacy of the Drow, Book 2
R. A. Salvatore
4.5
The Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, he must go back to find his friends in the gnome city of Blingdenstone, and on to Menzoberranzan, the city of drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall.
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Siege of Darkness: Legend of Drizzt: Legacy of the Drow, Book 3
R. A. Salvatore
4.5
Gods walk the Realms!
Rising up from the black depths of the Underdark, the drow once more meet the dwarves of Mithral Hall. Bruenor Battlehammer, with Drizzt at his side, won't go down without a fight - but they'll have to fight without Wulfgar or Catti-brie at their sides.
Dragons of Winter Night (Dragonlance: Chronicles, #2)
Margaret Weis
4.4
They won their first real battle in the war for Krynn, but the war has only just begun for the Companions! Friendships born in conflict will be torn apart. Hope will rest on the shoulders of a disgraced Knight and his two inexperienced companions. Worlds long divided by hatred and prejudice will either band together in a last struggle against darkness - or perish for all time.
Tools and options to create characters for Dungeons and Dragons Role Playing Game. Updates bard, druid, monk, paladin, and ranger, spell lists and levels, skills, more feats.
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The Silent Blade (Forgotten Realms: Paths of Darkness, #1; Legend of Drizzt, #11)
R.A. Salvatore
4.4
When the vile Crystal Shard once again reveals itself, Drizzt must race against his most formidable enemies in hopes of destroying it before it finds the one being that can help it enslave the world: a dark elf named Jarlaxle. Winner of the Origins Award for best game-related novel of 1998, "The Silent Blade" marked the return of Drizzt to the wind-swept tundra of the Forgotten Realms world. This deluxe reissue features a new Todd Lockwood cover and an introduction from "The New York Times" best-selling author Philip Athans, who has served as Salvatore's editor for almost a decade, starting with the original release of this book. "From the Hardcover edition."
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Dungeons & Dragons Starter Set
Wizards RPG Team
4.4
Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters!
The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy.
Ideal for a group of 4 – 6, the Dungeons & Dragons Starter Set includes a 64-page adventure book with everything the Dungeon Master needs to get started, a 32-page rulebook for playing characters level 1 – 5, 5 pregenerated characters, each with a character sheet and supporting reference material, and 6 dice.
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Passage to Dawn (Forgotten Realms: Legacy of the Drow, #4; Legend of Drizzt, #10)
R.A. Salvatore
4.4
Six years. Not so long in the lifespan of a drow. And yet--in counting the months, the weeks, the days, the hours--it seemed to me as if I had been away from Mithril Hall a hundred times that number. The place was another lifetime, another way of life, a mere stepping stone to...
To what? To where?
I ride the waves along the sword coast now, the wind and spray in my face. My ceiling is the rush of clouds and the canopy of stars, my floor, the creaking boards of a swift, well-weathered ship. Beyond that lies the azure blanket, flat and still, heaving and rolling, hissing in the rain and exploding under the fall of a breaching whale.
Is this, then, my home?
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Test of the Twins (Dragonlance: Legends, #3)
Margaret Weis, Tracy Hickman
4.4
Defying the fate that claimed his evil predecessor, Raistlin opens the Portal to the Abyss and passes through. With Crysania at his side, he engages the Queen of Darkness in a battle for the ultimate prize-a seat among the gods.
At the same time, Caramon and Tasslehoff are transported to the future. There they come to understand the consequences of Raistlin's quest-and Caramon at last realizes the painful sacrifice he must make to prevent his brother's success. Old friends and strange allies come together to aid him, but Caramon must take the last, greatest step alone.
The step into the Abyss.
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War of the Twins (Dragonlance: Legends, #2)
Margaret Weis, Tracy Hickman
4.4
One hundred years have passed since the fiery Cataclysm that changed the face of Krynn forever. For one hundred years, the people of Krynn have struggled to survive.
But for some, those one hundred years have passed in the blink of an eye.
Catapulted forward in time by Raistlin's powerful magic, Caramon and Crysania find themselves aiding the mage's unholy quest to master the Queen of Darkness. To his dismay, Raistlin discovers along the way that the annals of time are not so easily bent to his will.
Neither are the longings of his heart.
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Time of the Twins (Dragonlance: Legends, #1)
Margaret Weis, Tracy Hickman
4.4
The first title in the second Dragonlance novel trilogy is now being released for the first time ever in a trade hardcover edition. Featuring the stunning art and design that graced the cover of the paperback edition, this new version is a follow-up to the release of the Dragonlance novels Chronicles trilogy in hardcover in 2003. It also continues the planned release of all of the core Weis & Hickman titles in trade hardcover, allowing fans and collectors alike the chance to obtain the entire set in hardcover.
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The Lone Drow (Forgotten Realms: Hunter's Blades, #2; Legend of Drizzt, #15)
R.A. Salvatore
4.4
Alone on the battlefield. Surrounded by death. Cornered by enemies. And ready to die.
Drizzt Do'Urden has become the Hunter, the bane of the orc hordes still ravaging the North. Cut off, alone, convinced that everything he ever valued has been destroyed, all that's left is to kill, and kill, and kill, until there are no enemies left. But there are a lot of enemies, and even the Hunter is just one lone drow.
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Sea of Swords: Legend of Drizzt: Paths of Darkness, Book 3
R. A. Salvatore
4.4
When the mark of the great warhammer Aegis-fang is found branded on the back of a vicious outlaw, Drizzt can no longer merely hope that Wulfgar is safe. The dark elf and his companions set out to find the barbarian once and for all. As they discover pieces of the puzzle their friend's life has become, Drizzt grows only more determined to locate him. As his friends search for him, Wulfgar sails with Captain Deudermont in search of the stolen Aegis-fang, now in the hands of the vile pirate Sheila Kree. But the pirate isn't willing to sit around waiting to be caught. She has other plans. Drizzt, Cattie-brie, Regis, Bruenor, and Wulfgar - the Companions of the Hall - come together for the first time since The Silent Blade in a reunion filled with discovery and adventure.
Mordenkainen's Tome of Foes (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.3
Discover the truth about the great conflicts of the D&D multiverse in this supplement for the world's greatest roleplaying game.
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.
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Sword Coast Adventurer's Guide
Wizards RPG Team
4.3
Get everything you need to adventure in the Forgotten Realms on the exciting Sword Coast, home to the cities of Baldur’s Gate, Waterdeep, and Neverwinter. Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.
The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.
Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide:
· Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast. · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.
· Adventure in the Forgotten Realms:Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.
· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.
· Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.
With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come.
Look for Sword Coast Adventurer’s Guide to be available on November 3.
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Advanced Dungeons & Dragons Players Handbook
Gary Gygax, David C. Sutherland
4.3
This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III
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The Thousand Orcs (Forgotten Realms: Hunter's Blades, #1; Legend of Drizzt, #14)
R.A. Salvatore
4.3
ONE DARK ELF. TWO ENCHANTED BLADES. ONE UNKNOWN ENEMY. AND A HORDE OF INVADERS.
When a blood-thirsty banc of orcs led by an as-yet-unseen enemy, comes rampaging out of the Spine of the World, it lays waste to everything in its path. Dark elf ranger Drizzt Do'Urden and his most trusted friends find themselves in the path of destruction. As blades slash and feet trample, even the heroes may not survive a desperate stand.
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.
The Two Swords (Forgotten Realms: Hunter's Blades, #3; Legend of Drizzt, #16)
R.A. Salvatore
4.3
Paperback version of the #4 New York Times best-selling hardcover.
This title is the third and final book in the latest trilogy from R.A. Salvatore, which once again features his popular dark elf character Drizzt Do’Urden™. The hardcover release of this title had the highest debut ever on TheNew York Times best seller list for a Salvatore title with Wizards of the Coast at #4. The title stayed in the top twenty for five weeks. Both of the previous titles in the series were also New York Times best sellers upon hardcover release, and the first title, The Thousand Orcs, hit the list upon mass-market release as well.
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Monster Manual (Dungeons & Dragons Edition 3.5)
Skip Williams
4.3
Core Rulebook III
Fearsome and formidable foes lurk within. Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.
Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised "Monster Manual" holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised "Monster Manual" now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc.
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Dungeons & Dragons Art & Arcana: A Visual History
Michael Witwer, Kyle Newman, Jon Peterson, Sam Witwer, Joe Manganiello
4.3
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity.
Dungeons and Dragons is the most iconic and pervasive gaming franchise in the world. 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.
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Recommended by Pascal Blanché.
Pascal Blanché
@Vaughan3D Funny you ask me that, bought that amazing book a few weeks ago :) https://t.co/4b9ATIi4iJ [source]
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Curse of Strahd (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.3
Unravel the mysteries of Ravenloft® in this dread adventure for the world’s greatest roleplaying game Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
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The Spine of the World (Forgotten Realms: Paths of Darkness, #2; Legend of Drizzt, #12)
R.A. Salvatore
4.3
In the sequel to The Silent Blade, Wulfgar the barbarian embarks on a perilous path to redemption as he journeys from the dark streets of Luskan to the windswept peaks of the Spine of the World.
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Dungeons & Dragons Essentials Kit (D&d Boxed Set)
Wizards RPG Team
4.3
Everything you need to create characters and play the new adventures in this introduction to the world's greatest roleplaying game. Designed for 2-6 players.
"The Dungeons & Dragons Essentials Kit is the perfect introduction to the legendary role-playing game." --Forbes
"Truly excellent."--Paste
- Take your first step into the world of Dungeons & Dragons, or get a more expansive D&D experience after playing the Starter Set. - Play with groups as small as two players (one Dungeon Master & one adventurer) for the first time in D&D fifth edition with the introduction of "sidekicks." - Battle and plunder your way through Phandalin in the all new D&D adventure, Dragon of Icespire Peak. - Experience the thrill of being a Dungeon Master behind a four-panel DM screen with at-a-glance game rules for quick and easy reference. - Continue your Dungeons & Dragons journey with codes to unlock content on D&D Beyond, the official digital toolset for D&D.
Components: (1) rulebook, (1) Dragon of Icespire Peak introductory adventure, (6) blank character sheets, (11 ) dice, (1) 33" � 8.5" Dungeon Master's screen, (81) cards for magic items, sidekicks and more, (1) 21" x 15" double-sided poster map for use with the adventure, (1) code for 50% the digital version of the Player's Handbook, access to supplementary content, including additional adventure materials to continue the story into higher levels of play.
Create detailed worlds and dynamic adventures. Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.
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The Companions (The Sundering, #1; Legend of Drizzt, #24)
R. A. Salvatore
4.3
This latest installment in New York Times best-selling author R.A. Salvatore's beloved fantasy saga, The Companions moves Salvatore's signature hero Drizzt into a new era of the Forgotten Realms. As Drizzt's fate hangs in the balance, he reflects on the lives of the trusted allies who stood by his side throughout his early life--the friends now known as the Companions of the Hall. Meanwhile, the first stirrings of the Sundering begin.
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The Orc King (Forgotten Realms: Transitions, #1; Legend of Drizzt, #17)
R.A. Salvatore
4.3
Drizzt is back, and facing a world changed forever! An uneasy peace between the dwarves of Mithral Hall and the orcs of the newly established Kingdom of Many-Arrows can't last long. The orc tribes united under Obould begin to fight each other, and Bruenor is determined to finish the war that nearly killed him and almost destroyed everything he's worked to build. But it will take more than swords and axes to bring a lasting peace to the Spine of the World. Powerful individuals on both sides may have to change the way they see each other. They may have to start to talk. And it won't be easy. The paper-back of the novel that, for the first time since the #4 "New York Times" best seller "The Lone Drow," brought Drizzt Do'Urden to center stage in a book that set fans of Drizzt and the Forgotten Realms line on notice--be prepared for anything! This book wasn't just the next installment in the long-running saga of the famous dark elf, but the beginning of a bold new trilogy that will help change the face of the Forgotten Realms world forever.
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Servant of the Shard (Forgotten Realms: Paths of Darkness, #3; The Sellswords, #1)
R.A. Salvatore
4.3
Servant of the Shard is the latest offering from New York Times bestselling author R. A. Salvatore, best known for his immensely popular Forgotten Realms novels.
Join a cunning drow mercenary to the Crystal Shard, the evil sentient artifact of Icewind Dale, and all the land should tremble. Artemis Entreri, best assassin in all the Realms, watches with trepidation, knowing his position among the hated drow rests on the fate of the one dark elf he has come to trust.
His fortunes rest upon a knife edge.
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43
Charon's Claw (Forgotten Realms: Neverwinter, #3; Legend of Drizzt, #22)
R.A. Salvatore
4.3
In the 3rd book of the #4 New York Times best-selling Neverwinter Saga, Drizzt draws his swords once more to aid his friends. His lover, Dahlia Sin’felle, can speak of nothing but the moment she will face the Netherese lord Herzgo Alegni once again. Drizzt has already followed a trail of vengeance beside Dahlia. Can he justify one more battle to settle a grudge he does not understand? Artemis Entreri too seeks vengeance. He offers to aid Dahlia in her mission to destroy Alegni. But Charon’s Claw, Alegni’s sentient sword, dominates Entreri’s movements—if not his mind. And then there’s the way Entreri looks at Dahlia. Can Drizzt trust his old foe?
Praise for the Neverwinter Saga: “Emotional, respectful of its characters, intelligently written and structured, and finally summons a sense of nostalgic sorrow throughout”–Fantasy Book Review on Gauntlgrym, Neverwinter Saga Book I “Full of excitement. Salvatore has mastered the art of showing a beautiful fight scene, and he is at the top of his game in this one. We meet many characters with many different fighting styles, and Salvatore does a great job of distinguishing between them. He manages to take these scenes from so much more than just a fight scene, to an integral part of the story.”—The SFF Hub on Gauntlgrym, Neverwinter Saga Book I
“A quick read with some very satisfying fight scenes. It’s also deeply layered with emotional atmosphere” —California Literary Review on Gauntlgrym, Neverwinter Saga Book I
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44
Tales from the Yawning Portal
Wizards RPG Team
4.2
Dread tales told in the dead of night!
When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.
Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed.
The seeds of these stories now rest in your hands. D&D’s most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.
For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.
Tales from the Yawning Portal includes the following adventures: *Against the Giants *Dead in Thay *Forge of Fury *Hidden Shrine of Tamoachan *Sunless Citadel *Tomb of Horrors *White Plume Mountain
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45
Neverwinter (Forgotten Realms: Neverwinter, #2; Legend of Drizzt, #21)
R.A. Salvatore
4.2
With the last of his trusted companions having fallen, Drizzt is alone--and free--for the first time in almost a hundred years. Guilt mingles with relief, leaving Drizzt uniquely vulnerable to the persuasions of his newest companion--Dahlia, a darkly alluring elf and the only other member of their party to survive the cataclysm at Mount Hotenow. But traveling with Dahlia is challenging in more ways than one. As the two companions seek revenge on the one responsible for leveling Neverwinter--and nearly Luskan as well--Drizzt finds his usual moral certainty swept away by her unconventional views. Forced to see the dark deeds that the common man may be driven to by circumstance, Drizzt begins to find himself on the wrong side of the law in an effort to protect those the law has failed. Making new enemies, as his old enemies acquire deadly allies, Drizzt and Dahlia quickly find themselves embroiled in battle--a state he's coming to enjoy a little too much.
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46
Gauntlgrym (Forgotten Realms: Neverwinter, #1; Legend of Drizzt, #20)
R.A. Salvatore
4.2
Drizzt joins Bruenor on his quest for the fabled dwarven kingdom of Gauntlgrym: ruins said to be rich with ancient treasure and arcane lore. But before they even get close, another drow and dwarf pair stumbles across it first: Jarlaxle and Athrogate. In their search for treasure and magic, Jarlaxle and Athrogate inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting people of the city of Neverwinter--a catastrophe big enough to lure even the mercenary Jarlaxle into risking his own coin and skin to stop it. Unfortunately, the more they uncover about the secret of Gauntlgrym, the more it looks like they can't stop it on their own. They'll need help, and from the last people they ever thought to fight alongside again: Drizzt and Bruenor.
This is the indispensable encyclopedia of fantasy role-playing and also the perfect companion to the referee's 2nd Edition Dungeon Master's Guide. Everything players need is here: how to determine a character's Strength, Wisdom, Charisma, and other abilities; the difference among the various fantasy races, from elves and halflings to dwarves, gnomes, and others; complete rules for character improvement; the most advantageous mapping and combat procedures; and much more, all in this easy-to-use, revised version of the classic role-playing rulebook. With this 2nd Edition, the best-selling role-playing game in history gets even better!
This is the complete guide to being an AD&D game Dungeon Master. Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!
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The Legend of Drizzt: The Collected Stories
R.A. Salvatore
4.2
Classic short stories that expand the epic Legend of Drizzt®!
For years, the Legend of Drizzt has included short stories published in Forgotten Realms® anthologies and Dragon™ magazine. Collected here for the first time are all the classic stories—and one all new tale—by The New York Times best-selling author R.A. Salvatore!
From the startling origin of Drizzt’s panther companion, to the tale of Jarlaxle and Entreri’s first encounter with the dragon sisters, the tales in The Collected Stories enrich this epic series, and many are available here for the first time in years.
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50
The Ghost King (Forgotten Realms: Transitions, #3; Legend of Drizzt, #19)
R.A. Salvatore
4.2
Don't miss the gripping conclusion to Salvatore's New York Times best-selling Transitions trilogy! When the Spellplague ravages Faerun, Drizzt and his companions are caught in the chaos. Seeking out the help of the priest Cadderly-the hero of the recently reissued series The Cleric Quintet-Drizzt finds himself facing his most powerful and elusive foe, the twisted Crenshinibon, the demonic crystal shard he believed had been destroyed years ago.
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51
The Pirate King (Forgotten Realms: Transitions, #2; Legend of Drizzt, #18)
R.A. Salvatore
4.2
Drizzt returns to Luskan, and the Realms will never be the same!
The Arcane Brotherhood has long held the city of Luskan in their power, but when corruption eats away at their ranks, Captain Deudermont comes to the rescue of a city that has become a safe haven for the Sword Coast's most dangerous pirates. But rescuing a city from itself may not be as easy as Deudermont thinks, and when Drizzt can't talk him out of it, he'll be forced to help.
Drizzt is back in action again, and bringing more changes to the Forgotten Realms setting. This all new hardcover adventure will keep Drizzt fans guessing the whole way, with edge-of-your-seat action and plot twists that even the most casual reader of the Forgotten Realms.
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52
Hoard of the Dragon Queen (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.2
Fight the War Against Draconic Oppression in this Adventure for the World’s Greatest Roleplaying Game
In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.
• The first of two adventures in the Tyranny of Dragons™ story arc, Hoard of the Dragon Queen provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.
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53
Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes
Rob Heinsoo, Andy Collins, James Wyatt
4.2
The first of three core rulebooks for the 4th Edition 'Dungeons & Dragons' Roleplaying Game'.
The 'Dungeons & Dragons' Roleplaying Game' has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the 'D & D' game, players create characters that band together to explore dungeons, slay monsters, and find treasure.
The 4th Edition 'D & D' rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.
The 'Player's Handbook' presents the official 'Dungeons & Dragons' Roleplaying Game' rules as well as everything a player needs to create 'D & D' characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.
Explore a wealth of peril and personalities in this campaign book for the world's greatest roleplaying game, Dungeons & Dragons.
Acquisitions Incorporated is a different flavor of Dungeons & Dragons. A fifth edition D&D book created in partnership with Penny Arcade Inc. and inspired by the podcast and web series, this book is full of madcap heists, hilarious moments, and all the ingredients you need to include the adventurers of Acquisitions Incorporated in your own fifth edition D&D campaign.
- Inside you'll find everything you need to live out your fantasy of climbing the corporate ladder of the most notorious retrieval agency in the Forgotten Realms--Acquisitions Incorporated. - The 224-page book will give Dungeon Masters and players plenty of bits to play a D&D fifth edition game just as if you were on stage with the crew at PAX! New backgrounds, character options, franchise information and more. - You'll also find an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore--and to strip-mine for profit.
Dungeons & Dragons is the world's greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
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Recommended by Jim Zub.
Jim Zub
As if I don't have _enough_ work to do~ Now I've got to start my own acquisitions business! (The book looks so awesome. Congrats, gang!) https://t.co/DLYopTqwaI [source]
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The Last Threshold (Forgotten Realms: Neverwinter, #4; Legend of Drizzt, #23)
This book contains nearly everything you need to run a bare-bones version of Forgotten Realms: it details various regions, cities, people, world, cosmology, monsters, deities and other items of interest, such as NPCs people have learned to love and hate.
It also has new rules, prestige classes and feats that are Faerûn-specific, but which can be ported to other game worlds as well.
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57
Dissolution (Forgotten Realms: War of the Spider Queen, #1)
Richard Lee Byers
4.2
While their whole world is changing around them, four dark elves struggle against different enemies. Yet their paths will lead them all to the most terrifying discovery in the long history of the drow, and set them on a quest to save not only Menzoberranzan but the entire dark elf race from Dissolution.
The War of the Spider Queen begins here.
The first novel in an epic six-part series from the fertile imaginations of R.A. Salvatore and a select group of the newest, most exciting authors in the genre. Join them as they peel back the surface of the richest fantasy world ever created, to show the dark heart beneath.
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58
Critical Role Vox Machina: Origins Volume 1
Critical Role, Matthew Mercer, et al.
4.2
From the creators of the hit show "Critical Role" comes Vox Machina's origin story! Writers Matthew Mercer and Matthew Colville team with artist extraordinaire Olivia Samson and colorist Chris Northrop to bring you the story of where the heroes' journey began.
The band of adventurers known as Vox Machina will save the world. Eventually. But even they have to start somewhere.
Six would-be heroes on seemingly different jobs find their paths intertwined as they investigate shady business in the swamp town of Stilben. They'll need to put their heads-- and weapons--together to figure out what's going on...and keep from being killed in the process. Even then, whether or not they can overcome what truly lurks at the bottom of the town's travails remains to be seen!
Collects Critical Role Vox Machina: Origins comics issues #1-6, one of the best selling digital comics ever!
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59
Advanced Dungeons and Dragons: Fiend Folio
Gary Gygak
4.2
The Fiend Folio is a collection of monsters for use with Advanced Dungeons & Dragons, similar in format to the original Monster Manual and effectively a supplement to that book.
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60
Guildmasters' Guide to Ravnica (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.2
Explore a worldwide cityscape filled to the brim with adventure and intrigue in this campaign setting for the world’s greatest roleplaying game.
A perpetual haze of dreary rain hangs over the spires of Ravnica. Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence. These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.
This is the source to be used by referees and players for creating imaginative situations while playing the AD&D game. To compliment the original version, we've added new cover art! This manual is ideal for intermediate through advanced players,ages 10 and up.
"This is the original source used by Dungeon Masters and players to create challenges and combat scenarios"
Within the covers of this book lurk the monsters that made the AD&D game famous. Elves, dwarves, dragons, orcs, ghosts, and werewolves come to life as you read their detailed descriptions. In fact,each individual listing has all the necessary information to perform special attacks, defenses and magical resistance.No adventurer can be without it.
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62
The Rise of Tiamat (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.1
Avert the Cataclysmic Return of Tiamat in this Adventure for the World’s Greatest Roleplaying Game The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.
• The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.
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63
The Legend of Drizzt, Book I
R. A. Salvatore
4.1
The legend starts here!
The Legend of Drizzt® 25th Anniversary Edition, Book I collects the first three novels in this best-selling series: Homeland, Exile, and Sojourn in a new trade paperback edition. A great value for anyone who’s ready to experience the Legend of Drizzt.
Drizzt Do’Urden made his first mistake the moment he was born: he was a boy. In the rigid matriarchy of the dark elf city of Menzoberranzan, that makes his life forfeit. But when his own mother tries but fails to kill him, Drizzt's path is set. He must find a way to escape the treacherous Underdark, even if that means setting out alone into the no less dangerous World Above.
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64
The Icewind Dale Trilogy Collector's Edition (Forgotten Realms: Icewind Dale, #1-3; Legend of Drizzt, #4-6)
R.A. Salvatore, Terry Brooks
4.1
Icewind Dale. Windswept passes and forbidding glaciers stand at the top of the world. Below them, in the cold valleys, an evil force broods: the magic of Crenshinibon, the crystal shard. Now dwarf, barbarian, and drow elf join to battle this evil. Tempered in the furnace of struggle, they form an unbreakable friendship. A legend is born. For the first time in one volume, here is "New York Times" bestselling author R.A. Salvatore's adventure that introduced Drizzt Do'Urden, the heroic dark elf, one of the most beloved characters in fantasy literature.
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65
D&d Waterdeep Dragon Heist Hc
Wizards RPG Team
4.1
Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures.
A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
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Tomb of Annihilation
Wizards RPG Team
4.1
Dare to defy death in this adventure for the world's greatest roleplaying game The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who's ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.
When they finally succumb, they can't be raised-and neither can anyone else, regardless of whether they've ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.
- An adventure for characters of levels 1 - 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience. - Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region. - Fans of the DUNGEONS & DRAGONS(R) Roleplaying Game can expand and enhance their experience by participating in the D&D Adventurers LeagueTM organized play program while playing this adventure. - Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee. - Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
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67
Night of the Hunter (Companions Codex, #1; Legend of Drizzt, #25)
R. A. Salvatore
4.1
R.A. Salvatore’s New York Times best-selling saga continues as dark elf Drizzt Do’Urden returns to Gauntlgrym with old friends by his side once again, as they seek to rescue Bruenor’s loyal shield dwarf-turned-vampire. But not only do Drizzt and his allies face a perilous journey through the Underdark and the dangers of the undead that lie within, but they must cross through a colony of drow, who would like nothing better than to see Drizzt Do’Urden dead.
This is the third of the series of world famous AD&D role-playing aids. It is the ideal vehicle of imagination for intermediate through advanced players and referees, ages 10 and up.
"the most complete alphabetical listing and description of the latest AD&D game creatures"
A must for the serious AD&D gameplayer. This manual contains all the new members,from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the expanded lists of lycanthropes, giants, and other beasts.
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69
Dragonlance Chronicles (Dragonlance #1-3)
Margaret Weis, Tracy Hickman
4.1
More than three million readers have witnessed the return of the dragons...And now the books that began the best-selling 'dragonlance' saga are collected in their entirety in this special edition, along with all of the artwork from the trilogy. This splendid collector's edition is a must for the millions of readers who fell in love with the fantasy world of Krynn.
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70
Canticle (Forgotten Realms: The Cleric Quintet, #1)
R.A. Salvatore
4.1
An evil power threatens to overwhelm Cadderly, a scholar-priest, and when his brothers are trapped in the catacombs, he must struggle with himself to save his brothers and his own soul.
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71
Player's Handbook: Core Rulebook 1
Monte Cook, Jonathan Tweet, Skip Williams
4.1
The Dungeons & Dragons core rulebook has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.
Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com Review The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.
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72
Baldur's Gate: Descent into Avernus (Dungeons & Dragons, 5th Edition)
Wizards RPG Team
4.1
Diabolical dangers await in this adventure for the world’s greatest roleplaying game
Welcome to Baldur’s Gate, a city of ambition and corruption situated at the crossroads of the Sword Coast. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur’s Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Adventure for Levels 1-13
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73
Out of the Abyss
Wizards RPG Team
4.1
Dare to descend into the Underdark in this adventure for the world’s greatest roleplaying game
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!
A Dungeons & Dragons® adventure for characters of levels 1–15
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74
Rise of the King (Companions Codex, #2; Legend of Drizzt, #26)
R. A. Salvatore
4.1
In the second book of the Companions Codex, the latest series in the New York Times best-selling saga of dark elf Drizzt Do'Urden, R.A. Salvatore picks up with the fan-favorite storyline of dwarf king Bruenor Battlehammer and his bloody feud with the orc kingdom of Many Arrows.
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75
Dungeon Master's Guide (4th Ed. D&D)
Wizards RPG Team
4.1
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76
Promise of the Witch King (Forgotten Realms: The Sellswords, #2)
R.A. Salvatore
4.1
The book was hidden well.
It's pages promised the power of the Witch-King himself.
And now that it's been found, even the fact that it kills anyone foolish enough to crack its cover won't stop people from fighting over it.
Welcome to the Bloodstone Lands!
Human assassin Artemis Entreri and his dark elf companion Jarlaxle have come to the demon-haunted wastelands of the frozen north at the request of their dragon patron. It doesn't take long for them to find themselves caught in the middle of a struggle between powerful forces that would like nothing more than to see them both dead -- or worse.
But Entreri and Jarlaxle aren't just any wandering sellswords, and the ancient evils and bitter blood-feuds of the wild Bloodstone Lands may have finally met their match.
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77
Core Rulebook Gift Set
Wizards RPG Team
4.1
All rules and reference required to play the world's greatest roleplaying game.
The Dungeons & Dragons gift set includes a copy of all three core rulebooks and a Dungeon Master's Screen, everything you need to create and play adventures of your own in the world's greatest roleplaying game.
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78
Legends and Lore: Cyclopedia of Gods and Heroes from Myth and Legend (Advanced Dungeons & Dragons 1st Edition)
Rob Kuntz, James M. Ward, et al.
4.1
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79
Monster Manual (Dungeons & Dragons 3rd Edition)
Monte Cook, Jonathan Tweet, Skip Williams
4.1
This book, the third core rulebook for Dungeons & Dragons, contains stats for various monsters for the DM to use in his or her campaign.
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80
Dragons of Summer Flame (Dragonlance: The Second Generation, #2)
Margaret Weis, Tracy Hickman, Larry Elmore, Michael Williams
4.0
The War of the Lance is long over. The seasons come and go. The pendulum of the world swings. Now it is summer. A hot parched summer, such as no one on Krynn has ever known before. The uneasy balance starts to shift.
Distraught by a grievous loss, the young mage Palin Majere seeks to enter the Abyss in search of his lost uncle, the infamous archamge Raistlin.
The Dark Queen has found new champions. Devoted followers, loyal to the death, the Knights of Takhisis follow the Vision to victory. A dark paladin, Steel Brightblade, rides to attack the High Clerist’s Tower, the fortress his father died defending.
On a small island, the myeterious Irda capture an ancient artifact and use it to ensure their own safety. Usha, child of the Irda, arrives in Palathaas claiming that she is Raistlin’s daughter. The summer will be deadly. Perhaps it will be the last summer Ansalon will ever know.
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81
Storm King's Thunder
Wizards RPG Team
4.0
Take a stand against the giants in this adventure for the world s greatest roleplaying game
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants own power against them. To defeat giants, you need to be giant!"
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82
Eberron Campaign Setting (D&D: Eberron)
Keith Baker, Bill Slavicsek, James Wyatt
4.0
Cover unavailable
83
Princes of the Apocalypse
Wizards RPG Team
4.0
Primordial Evil Threatens the Realms
The first signs are always small:bandits on the roads, pirates on the Dessarin River, monster sightings throughout the Sumber Hills - all too close to the lands of civilized folk.
To top things off, a delegation from the dwarven city of Mirabar has gone missing. Are these events all some bizarre coincidence, or is there a deeper reason behind them?
Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?
A Dungeons & Dragons adventure for characters of levels 1-15
Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons.
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85
Dungeons & Dragons Ghosts of Saltmarsh Hardcover Book (D&d Adventure)
Wizards RPG Team
4.0
Explore the waves above and the fathoms below in these watery adventures for the world's greatest roleplaying game. "D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind 'Game of Thrones' have all been Dungeon Masters."--Neima Jahromi, The New Yorker
Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic "U" series, plus some of the best nautical adventures from the history of Dungeon Magazine: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut's Fate, The Styes.
- Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12.
- This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign.
- Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign.
- Dungeon Masters will find rules for ships and sea travel, deck plans for various vessels, an appendix with rules for new and classic monsters, and much more.
- Dungeons & Dragons is the world's greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
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86
Road of the Patriarch (Forgotten Realms: The Sellswords, #3)
R.A. Salvatore
4.0
To her, to her dying breath, you were the untouchable one, the one whose flesh her dagger could not penetrate.
THE ASSASSIN
A cold and emotionless killer for whom every soul has a price, even his own, embarks on a path to find out just how high that price can be.
THE MERCENARY
A dark elf of limitless guile dares to challenge a king, and carve for himself a place in the inhospitable World Above.
ILNEZHARA and TAZMIKELLA are ancient dragons of great power, accustomed to easily manipulating the humans around them. But not all humans are so easily led. When they pushed Entreri and Jarlaxle into the heart of the Bloodstone Lands, not even they could have imagined the strength of the human assassin’s resolve, or the limitless expanse of the drow mercenary’s ambition.
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87
Vengeance of the Iron Dwarf (Companions Codex, #3; Legend of Drizzt, #27)
R. A. Salvatore
4.0
Bloody war rages across the Forgotten Realms world in the third book of the Companions Codex, the latest series in R.A. Salvatore's New York Times best-selling saga of dark elf Drizzt Do'Urden.
In the evolving world of the Forgotten Realms setting, the Sundering has given way to months of cloud-cloaked darkness, and war rages under that oppressive sky. The orcs have broken a hard-fought treaty that's held, however tentatively, for a hundred years, and the time to settle old scores has devolved into an all-out brawl for control of the ancient realms of the North.
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88
In Sylvan Shadows (Forgotten Realms: The Cleric Quintet, #2)
R.A. Salvatore
4.0
Enter the Forest of Shadows... "In Sylvan Shadows" follows Cadderly the scholar-priest, as he leaves his home to combat the evil unleashed by the Chaos Curse. To counter Castle Trinity's plans for conquest, the cleric and his friends enter the beautiful forest of Shilmista. But among the trees and glades of the forest, Cadderly must battle a monstrous evil.
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89
Insurrection (Forgotten Realms: War of the Spider Queen, #2)
Thomas M. Reid
4.0
The War of the Spider Queen spreads...
A hand-picked team of the most capable drow adventurers begin a perilous journey through the treacherous Underdark, all the while surrounded by the chaos of war. Their path will take them through the very heart of darkness, and the Underdark will be shaken to its core. If the powerful dark elves falter, the world below is open for Insurrection.
Cover unavailable
90
Eberron: Rising from the Last War (D&d Campaign Setting and Adventure Book)
Wizards RPG Team
4.0
Explore the lands of Eberron in this campaign sourcebook for the world's greatest roleplaying game.
This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron--a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age or will the shadow of war descend once again?
- Dive straight into your pulp adventures with easy-to-use locations, complete with maps of floating castles, skyscrapers, and more.
- Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world's war-ravaged peoples.
- Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic.
- Meld magic and invention to craft objects of wonder as an artificer--the first official class to be released for fifth edition D&D since the Player's Handbook.
- Flesh out your characters with a new D&D game element called a group patron--a background for your whole party.
- Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player's Handbook.
- Confront horrific monsters born from the world's devastating wars.
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91
Night Masks (Forgotten Realms: The Cleric Quintet, #3)
R.A. Salvatore
4.0
R.A. Salvatore's The Cleric Quintet tells the tale of the scholar-priest Cadderly, who is plucked from the halls of the Edificant Library to fulfill a heroic quest across the land of Faerun. The assassins of the Night Masks stalk the shadowy streets of the city of Carradoon, led by the sinister killer known as Ghost. Cadderly struggles against the dreaded Chaos Curse in these dark, evil-haunted alleyways, with a silent death around every corner.
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92
Monster Manual
Wizards RPG Team
4.0
Cover unavailable
93
The Second Generation (Dragonlance: The Second Generation, #1)
Margaret Weis, Tracy Hickman
4.0
Years have passed since the end of the War of the Lance. The people of Ansalon have rebuilt their lives, their houses, their families. The Companions of the Lance, too, have returned to their homes, raising children and putting the days of their heroic deeds behind them. But peace on Krynn comes at a price. The forces of darkness are ever vigilant, searching for ways to erode the balance of power and take control. When subtle changes begin to permeate the fragile peace, new lives are drawn into the web of fate woven around all the races. The time has come to pass the sword -- or the staff -- to the children of the Lance. They are the Second Generation. An all-new repackaged paperback edition of a classic Dragonlance novel. This book of five novellas bridges the gap between the Chronicles and Legends trilogies and "Dragons of Summer Flame," While detailing their adventures, "The Second Generation" also sets up key events and characters in future Dragonlance novels.
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94
Archmage (Homecoming #1; The Legend of Drizzt #28)
R. A. Salvatore
4.0
DRIZZT RETURNS TO THE UNDERDARK! “After a quarter of a century, R.A. Salvatore just keeps getting better and better, and The Companions is another masterful leap forward for one of the greatest fantasy epics of all time.” —Philip Athans, best-selling author of Annihilation and Writing Monsters R.A. Salvatore Archmage
The pall that had descended over the North is gone, and a new day has dawned on a victorious Mithral Hall, but no matter how bright things seem on the surface, Drizzt and his companions know that what lurks just under their feet remains steeped in evil and charged with unimaginable power.
The dark elves of Menzoberranzan, including the powerful Archmage Gromph, aren’t done with Drizzt yet. And consumed by their own power struggles, feeling backed into a corner, the drow may just be desperate enough to call on demonic forces from the deepest reaches of the Abyss, and unleash a disaster even the Underdark could never have prepared for. Archmage has everything Drizzt’s fans crave: action, adventure, characters that resonate with equal measures of warrior spirit and deep compassion, and no shortage of wicked dark elves!
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95
Condemnation (Forgotten Realms: War of the Spider Queen, #3)
Richard Baker
4.0
From the burning sands of Anauroch to the limitless labyrinth of the Underdark, an epic quest for the very essence of the Spider Queen takes one startling turn after another. Powerful forces are at work to find answers to where Lolth has gone. She may return as something greater than she was, or she may have gone from her drow children forever, leaving them to their own devices in a chilling condemnation.
The War of the Spider Queen explodes.
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96
D&D Character Sheets (Dungeons & Dragons)
Wizards RPG Team
4.0
Cover unavailable
97
Dungeon Master's Screen Reincarnated
Wizards RPG Team
4.0
MASTER THE GAME with this indispensable tool for the world's greatest roleplaying game
Lost is the poor soul borne aloft in the grip of the ancient red dragon featured in a spectacular panoramic vision by Tyler Jacobson on this durable, four-panel Dungeon Master's Screen. The interior rules content on this new screen has been revisited and refreshed as a direct result of feedback received from D&D fans everywhere.
- The screen's landscape orientation allows the Dungeon Master to easily see beyond the screen and reach over, even as it keeps die rolls and notes hidden from players. - Provides an at-a-glance reference for the most relevant and often used in-game information, equipping Dungeon Masters of all skill levels with essential support. - An excellent resource for new and existing Dungeons Masters to facilitate inspired adventures and an engaging play experience.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
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98
The Chaos Curse (Forgotten Realms: The Cleric Quintet, #5)
R.A. Salvatore
4.0
As Cadderly tries to find his way back to the Edificant Library, he is faced with several challenges posed by the Chaos Curse. Original.
Cover unavailable
99
Explorer's Guide to Wildemount (Dungeons & Dragons)
Wizards RPG Team
4.0
HOW DO YOU WANT TO DO THIS?
A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace--or burn the world to a cinder.
Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you'll find new character options, a heroic chronicle to help you craft your character's backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign...
- Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world's most popular livestreaming D&D show.
- Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria--such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.
- Start a Dungeons & Dragons campaign in any of Wildemount's regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system--a way to create character backstories rooted in Wildemount.
Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
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100
The Fallen Fortress (Forgotten Realms: The Cleric Quintet, #4)
R.A. Salvatore
4.0
Trying to avert a war between the combined forces of Carradoon and Shilmista Forest and the fiends of Castle Trinity, Cadderly uses his priestly magic to wage a smaller war. Reprint.