Dungeons & Dragons

 

 

Dungeons & Dragons is a game in which each player takes the part of a "character", participating in a fictional setting. The nature of the setting is set up by a referee, called a Dungeon Master (DM for short).  The DM determines the background, and plays the part of the other people, the characters interact with during their adventure (monsters etc).  No game board is required for Dungeons & Dragons, however with the introduction of pre-painted Dungeons and Dragons miniatures, combat and knowing exactly where your character is makes things much more easier,  The game is played verbally, the DM describes the setting, and tells the players what their characters see and hear.  The players then describe what they are doing in response to what has been told to them, depending on what occurs, the end result may be determined arbitrarily, by referring to specific game rules, or by rolling dice.  As a role-player you can play a variety of characters, you may be a axe wielding barbarian, to a caring rogue who steals from the rich to give to the poor, there are many types of characters available to play, and in any given situation, all of these characters will act differently.  Unlike many other mediums, role-playing gets everyone involved, you could have to plan a extensive extraction of a prisoner, to a diplomatic conversation with a powerful foe, thus every role-playing experience is different to each other.  Role-playing adventures can have fixed objectives, such as kill the dragon, find the treasure, or solve a mystery, or can continue for weeks on end forming a campaign, which your characters play, on a weekly, fortnightly or monthly basis.  In the end Dungeons & Dragons is about coming together in a group and letting your imagination run free, for the possibilities are endless.  Dungeons & Dragons was heralded just over a quarter of a century ago, and in this time has only spawned four versions of the game.  The fundamental aspects of the game have not changed only the rules have become a lot easier to grasp.

 

  

 

 

Dungeons & Dragons Merchandise

 

D&D Role-Playing Game Starter Set - The best way to start playing the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game. Designed for 1–5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Learning the game has never been so easy! Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. Game components: 32-page book for players, with rules for character creation and a solo adventure, a 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content, 2 sheets of die-cut tokens for characters and monsters, cardstock character sheets and power cards, a double-sided dungeon map and 6 polyhedral dice. $25.00 each.

Player's Handbook - Presents the official Dungeons & Dragons role-playing 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, magic items, weapons, armour, and much more. With quick and easy play, the improved page layout and presentation enables new and established players to understand and learn the 4th Edition D&D rules quickly. $45.00 each.

Player's Handbook 2 - Expands the range of options available to D&D players with new classes, races, powers and other material.  This book builds on the array of classes and races presented in the first Player's Handbook, adding both old favourites and new, never-before-seen options to the game. The book adds a new power source for 4th Edition D&D: classes using the new primal power source include the barbarian and the druid. $45.00 each.

Player's Handbook 3 - Expands the range of options available to D&D players with new classes, races, powers, and other material. This book builds on the array of classes and races presented in the Player's Handbook and Player's Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player's Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source. $45.00 each.

Players Strategy Guide - Is aimed at D&D players who crave the envy of their gamer peers. If you want a character that’s jaw-droppingly cool, this book is for you. It provides tips and tricks for optimizing your D&D characters, to make them more awesome and fun to play at the game table. In addition to character optimization tips and player advice, this book includes entertaining sidebar essays written by celebrity gamers and a distinctive comic art style unlike other books in the D&D game line. $25.00 each.

 

Castle Ravenloft Board Game - Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1–5 players, this board game features multiple scenarios, challenging quests, and cooperative game play. Castle Ravenloft includes the following components: 40 plastic heroes and monsters, 13 sheets of interlocking cardstock dungeon tiles, 200 encounter and treasure cards, Rulebook, Scenario book, and a 20-sided die. $90.00 each.

 

Dungeon Master's Guide - The Dungeon Master’s Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons role-playing game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game. $45.00 each.

Dungeon Master's Guide 2 - This core rulebook for the Dungeons & Dragons Role-playing Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11–20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers—the interplanar city of Sigil.  $45.00 each.

Monster Manual - The Monster Manual presents more than 300 official Dungeons & Dragons role-playing game monsters for all levels of play, from Aboleth to Zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters. $45.00 each.

Monster Manual 2 - This core rulebook presents hundreds of monsters for your D&D campaign. Classic monsters such as centaurs and frost giants make their first 4th Edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level. $45.00 each.

Monster Manual 3 - Iconic monsters for your D&D campaign. This core rulebook packs in over 200 new monsters to menace D&D player characters. Classic monsters such as the derro, the mimic, and Lolth (Demon Queen of Spiders) make their first appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic dragons! $45.00 each.

 

 

Character Record Sheets - The official character sheets for the 4th Edition Dungeons & Dragons role-playing game.  Encased in a handy pocket folder, these official Dungeons & Dragons character sheets contain all the information players need to build, run, and track their 4th Edition D&D role-playing game characters. Each character sheet is designed for optimal playability. $15.00 each.

Dungeon Master's Screen - The official screen for 4th Edition.  This four-panel screen features new full-colour artwork and allows Dungeon Masters to keep their campaign notes and die rolls private, without blocking their view of the game table. Easy to reference rules and tables appear on the inside panels of the screen, and comply with the rules in the 4th Edition Dungeons & Dragons Game core rulebooks. $20.00 each.

Dragon Magazine Annual 2009 - This book collects the best Dragon magazine content from the past year into one easy-to-reference source. The articles contained herein provide exciting character options for players as well as inspiration and campaign-building support for Dungeon Masters. All of this material is 100% official and suitable for any D&D game. In addition to the compiled articles, the book contains never-before-seen notes from the designers, developers, and editors that take you behind the curtain, offering a firsthand glimpse into the origin and evolution of each article. $40.00 each.

Dungeon Annual 2010 - A collection of D&D adventures from the pages of Dungeon magazine. This official D&D supplement gathers a year’s worth of adventures published in Dungeon magazine into one easy-to-reference source. The adventures contained herein provide hundreds of hours of play, and each of them fits easily into a Dungeon Master's existing D&D campaign.In addition to the compiled adventures, this book contains never-before-seen notes from the designers, developers, and editors that take you behind the curtain, offering a firsthand glimpse into the origin and evolution of each adventure. $40.00 each.

Player's Handbook Races - Dragonborn - If you want to play the ultimate dragonborn hero, this book is for you! This expansion of the Player's Handbook core rulebook explores the mysteries of the dragonborn. It presents D&D players with exciting new options for their dragonborn characters, including unique racial feats, powers, paragon paths, and epic destinies. This book also includes ways to flesh out your dragonborn character’s background and personality. $15.00 each.

Player's Handbook Races - Tieflings - This expansion of the Player’s Handbook core rulebook explores the infernal secrets of the tieflings. It presents D&D players with exciting new options for their tiefling characters, including unique racial feats, powers, paragon paths, and epic destinies. This book also includes ways to flesh out your tiefling character’s background and personality.  $15.00 each.

 

 

Adventurer's Vault - This supplement for the Dungeons & Dragons game presents nearly a thousand magic items, weapons, tools, and other useful items for your D&D character. Whether you’re a player looking for a new piece of equipment or a Dungeon Master stocking a dragon’s hoard, this book has exactly what you need. The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D. $40.00 each.

Adventurer's Vault 2 - This supplement for the D&D game presents hundreds of magic items, including legendary weapons and artefacts. Whether you're a player looking for a new piece of equipment or a Dungeon Master building a dungeon hoard, this book has exactly what you need. $40.00 each. 

Manual of the Planes - The planes have always been a place of great mystery and danger in the Dungeons & Dragons Role-playing Game, and the new array of planes debuting in 4th Edition continue that grand tradition. Home to gods and devils, demons and genies, fey and titans, these strange dimensions offer unlimited adventure opportunities for Dungeon Masters and their players. Manual of the Planes explores the many planes introduced in the 4th Edition Dungeon Master’s Guide. This useful travel guide also comes in handy for players seeking to battle demons, devils, elementals, and other iconic D&D monsters native to the planes. $40.00 each.

The Plane Below - Secrets of the Elemental Chaos - A hotbed of adventure opportunities awaits you in the roiling maelstrom of the Elemental Chaos—a plane of titans, elementals, genies, slaads, and demons. This game supplement builds on the overview of the Elemental Chaos presented in the Manual of the Planes game supplement and explores the tumultuous plane is greater detail. From the City of Brass to the githzerai monastery of Zerthadlun to the spiralling depths of the Abyss, adventure lurks behind every lava waterfall, across every icy battlefield, and beyond every raging lightning storm. This game supplement describes the Elemental Chaos in detail, featuring key locations throughout the plane. It also presents a multitude of new monsters, mighty primordial's, and powerful demons, as well as adventure hooks, encounters, hazards, and everything Dungeon Masters need to make the Elemental Chaos a featured setting in their campaigns. $40.00 each.

The Plane Above: The Secrets of the Astral Sea - On the Astral Sea, characters face off against angels, devils, githyanki, and even the gods and their exarchs while exploring dungeons, raiding astral galleons, and establishing themselves as demigods. This game supplement builds on the overview of the Astral Sea presented in the Manual of the Planes game supplement and explores the heavenly plane in greater detail. From the cavernous layers of Nine Hells to the dark dungeons of Tytherion, adventure awaits in every astral dominion and on the vast, uncharted sea that stretches between them. This game supplement describes the Astral Sea and key locations throughout the plane. It also presents a multitude of new monsters, as well as adventure hooks, encounters, hazards, and everything Dungeon Masters need to make the Astral Sea a featured setting in their campaigns. $40.00 each.

 

Draconomicon Chromatic Dragons - Describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three new chromatic dragons. This sourcebook gives details of each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DM's ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards. $55.00 each.

Draconomicon Metallic Dragons - Describes several varieties of dragons, including gold, silver, copper, iron, and adamantine dragons. It also introduces several other kinds of metallic dragons suitable for any D&D campaign. This supplement presents dragons both malevolent and benign, and gives details on each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about the roles that metallic dragons fill in a D&D game. Story and campaign elements in the book give Dungeon Masters ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, encounters, and pre-generated treasure hoards. $55.00 each.

Open Grave: Secrets of the Undead depicts a host of new undead, including new varieties of zombies, wraiths, skeletons, ghouls and vampires. Open Grave also introduces several completely new types of undead, such as moongaunts, forsaken shells and death oozes, to name a few. This sourcebook also provides information about undead origins, tactics, myths, lairs, behaviours and more. Open Grave also gives DM's ready to play material such as undead templates, power substitutions and statistics for unique undead such as Acererak and Vecna! $40.00 each.

Underdark - No realm in the D&D world stirs the imagination like the Underdark. This vast subterranean domain holds thousands of adventure possibilities and myriad threats, including drow, mind flayers, dragons, and worse! Entire campaigns can unfold in its depths, and its rewards are boundless. Underdark contains everything a Dungeon Master needs to run adventures or campaigns set in the vast underworld of his or her D&D campaign, including new monsters and hazards, ready-to-play encounters, monster lairs, and detailed information on various dark-dwelling "movers and shakers." $40.00 each.

Demonomicon - Presents the definitive treatise on demons and their masters, the demon lords. Whether you’re looking to introduce demons into your D&D campaign or plunge your heroes into the heart of the Abyss, this book has something for you! More than just a maelstrom of chaos and corruption, the Abyss is an exciting D&D adventure locale for paragon- and epic-level heroes to explore. Within its many layers lurk powerful demon lords and fiendish hordes eager to be unleashed upon unsuspecting worlds. This tome brings demons into the world of D&D, updates classic demons to 4th Edition, provides statistics for various demon lords, and introduces dozens of new horrors from the abyssal depths. It gives Dungeon Masters ready-to-use encounters and mechanics to make demons exciting elements in their home campaigns. $55.00 each.

 

Martial Power - Is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters. This tome focuses on the martial heroes: characters that rely on their combat talents and keen wits for survival. This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies. $40.00 each.

Martial Power 2 - New options for fighters, rangers, rogues, and warlords. Sharpen your sword and tighten your bow! This must-have book is the latest in a line of player-friendly game supplements offering hundreds of new options for D&D characters, specifically focusing on martial heroes. It provides new archetypal builds for fighters, rangers, rogues, and warlords, as well as new character powers, feats, paragon paths, and epic destinies. $40.00 each.

Arcane Power - Is the latest in a line of player-friendly supplements offering hundreds of new options for D&D characters. This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on their mastery of magic for survival. This book provides new archetypical builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies. $40.00 each.

Divine Power - This must-have book is the latest in a line of player-friendly game supplements offering hundreds of new options for D&D characters, specifically focusing on heroes who draw power from divine forces. It provides new archetypical builds for the cleric, paladin, invoker, and avenger classes, including new character powers, feats, paragon paths, and epic destinies. It also includes rules for divine domains. $40.00 each.

Primal Power - Take a walk on the wild side! This must-have book is the latest in a line of player-friendly game supplements offering hundreds of new options for D&D characters, specifically focusing on heroes who draw power from the spirits that preserve and sustain the world. It provides new archetypal builds for barbarians, druids, shamans, and wardens, including new character powers, feats, paragon paths, and epic destinies. $40.00 each.

Psionic Power - A D&D supplement that explores the psionic power source in more detail. This supplement presents hundreds of new options for D&D characters, specifically focusing on heroes who channel the power of the mind. It provides new builds for the ardent, battlemind, monk, and psion classes, including new character powers, feats, paragon paths, and epic destinies. $40.00 each.

 

H1 - Keep of the Shadowfell - The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes. Keep on the Shadowfell is an exciting Dungeons & Dragons adventure designed for characters of levels 1–3. It includes three double-sided poster maps suitable for use with D&D Miniatures. $25.00 each.

HS1 - The Slaying Stone - The tiefling empire of Bael Turath crumbled long ago, but the ruins of its ancient cities remain. Lost within one such ruin is a powerful relic called the Slaying Stone, and brave heroes must retrieve it before it falls into the hands of their enemies! This standalone D&D adventure is designed for 1st-level characters and can be easily inserted into any D&D campaign.  $20.00 each.

H2 - Thunderspire Labyrinth - Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. H2 is a D&D adventure designed for heroic-tier characters of levels 4–6. It can be played as a standalone adventure or as the second part of a three-part series. $25.00 each.

HS2 - Orcs of Stonefang Pass - Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge? This standalone D&D adventure is designed for 4th-level characters and can be easily inserted into any D&D campaign.  $22.00 each.

H3 - Pyramid of Shadows - The ancient trees of the Shadowsong Forest have borne witness to the passing of epochs, and hidden beneath their dark canopies are the remains of empires long departed. Few souls brave enough to explore the primeval forest ever return, for countless horrors haunt the crumbled ruins. When a band of evil criminals seeks refuge within the darkest reaches of the forest, brave adventurers are needed to root them out. The trail leads to the heart of the woods, wherein looms the greatest secret of all, the Pyramid of Shadows. H3 is a D&D adventure designed for heroic tier characters of levels 7 to 10. It can be played as a stand-alone adventure or as the final part. $25.00 each.

P1 - King of the Trollhaunt Warrens - Is the first-ever paragon-level adventure for 4th Edition Dungeons & Dragons. Designed to take characters from 11th to 14th level, this adventure pits the heroes against a variety of horrible monsters and fiendish foes as they seek to thwart the evil machinations of the denizens of the Trollhaunt Warrens.  This adventure can be run as a stand-alone adventure or as Part One of a three-part series of adventures that spans 10 levels of game play. $25.00 each.

P2: Demon Queen's Enclave - Is a D&D adventure designed to take characters from 14th to 17th level. In this adventure, the heroes must unravel the plots of the vile minions of Lolth, the infamous Demon Queen of Spiders. Along the way, they’ll face off against drow, demons, and worse.  This adventure can be run as a stand-alone adventure or as Part Two of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens) that spans 10 levels of game play. $25.00 each.

P3: Assault on Nightwyrm Fortress - Is a D&D adventure designed to take characters from 17th to 21st level. In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens, and continuing with P2 Demon Queen's Enclave) that spans the paragon tier of game play. $25.00 each.

 

E1: Deaths Reach - Is a D&D adventure designed to take characters from 21st to 24th level. In this adventure, players learn the very foundation of reality is threatened by those seeking to usurp the powers of the god of death. To prevent this cosmic coup, players must trace the disruptions into the Shadowfell's timeless core, where all things find their end.  This adventure can be run as a stand-alone adventure or as Part One of a three-part series of adventures (beginning with this one) that spans the epic tier of game play. $25.00 each.

E2: Kingdom of the Ghouls - This D&D adventure is designed to take characters from 24th to 27th level. In this adventure, demonic forces plot to usurp the Raven Queen's power over death, and all paths lead to an ancient kingdom hidden in the subterranean depths of the Shadowfell. This adventure can be played as a stand-alone adventure or as the second part of a three-part series than spans 10 levels of game play. $25.00 each.

E3: Prince of Undeath - This epic-level D&D adventure is designed to take characters from 27th to 30th level. In this adventure, the demon lord Orcus tries to usurp the Raven Queen’s power over death using a shard of evil plucked from the depths of the Abyss. Only the world’s most powerful heroes have the slightest hope of stopping him. This adventure can be played as a stand-alone adventure or as the conclusion of a three-part series that spans 10 levels of game-play. $25.00 each.

Revenge of the Giants - Fee-Fie-Foe-FUN! Evil giants seek to avenge past defeats by ravaging the civilized lands, and the only thing standing in their way is a renowned band of heroes. This D&D super-adventure, designed for paragon-level characters, can be played as a stand-alone adventure or serve as the foundation of an entire D&D campaign. Designed for 12th to 17th Level Heroes $25.00 each.

Tomb of Horrors - For generations, the Tomb of Horrors has held an inescapable allure. It draws adventurers to it like a beacon then devours them utterly like some monstrous predator. Within its sepulchral, trap-ridden halls and chambers lay the secrets and treasures of the demilich Acererak and, some say, the demilich himself. Tomb of Horrors features a modular design that allows Dungeon Masters to build campaigns around the events herein, or pick and choose from the various chapters for use as standalone adventures. It presents a variety of challenges, from intricate combat encounters to traps and tricks evocative of the classic Tomb of Horrors adventure. This D&D adventure is designed for characters of 10th–22nd level and includes a full-color, double-sided battle map designed for use with D&D Miniatures. $40.00 each.

 

           

Forgotten Realms Campaign Setting - Welcome to Faerűn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. 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, a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerűn has never seen before. $55.00 each.

Forgotten Realms Player’s Guide - Presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting, including new feats, new character powers, new paragon paths and epic destinies, and even a brand-new character class never before seen in D&D: the swordmage! $40.00 each.

Scepter Tower of Spellgard - Is the first full-length Forgotten Realms adventure published for 4th Edition D&D. When paired with the adventure that appears in the Forgotten Realms Campaign Guide, this adventure provides the Dungeon Master with all he needs to get his campaign started. This stand-alone adventure is designed to take characters from 2nd level to 5th level. $25.00 each.

Eberron Campaign Guide - This D&D game supplement contains everything you need to run adventures in the exciting world of Eberron, as well as tons of material for your homebrew D&D campaign. 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 of all levels. $55.00 each.

Eberron Player's Guide - This core D&D game supplement: a player's companion to the Eberron Campaign Guide, presents new character options for any 4th Edition D&D campaign. The Eberron Player's Guide features a new class, new race options, paragon paths and epic destinies, character backgrounds, feats, powers, rituals, magic items, and new rules for dragonmarks. All of these character options fit perfectly into the Eberron campaign setting, as well as other published and "homebrew" D&D campaigns. $40.00 each.

Seekers of the Ashen Crown - This stand-alone D&D adventure is designed to tale characters from 2nd to 5th level. Although nominally set in the Eberron campaign setting, Dungeon Masters can easily incorporate it into their "homebrew" D&D campaigns. In the adventure, a secret agency known as the Dark Lanterns hires the player characters to recover fragments of the Ashen Crown, an artifact left behind by a goblin empire and sought by various agents of evil. $25.00 each.

 

Dark Sun Campaign Setting - 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. Use it to build Dark Sun heroes and thrilling D&D adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The Dark Sun Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure. $55.00 each.

Dark Sun Creature Catalog - 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 heroes or the heroes in your "homebrew" D&D campaign. $28.00 each.

 

Hammerfast - Hammerfast presents a fully detailed, ready-to-use dwarven town, complete with secret locations, maps, adventure hooks, monster and NPC statistics, ready-to-play encounters, and a full-color, double-sided battle map. The book is perfect for Dungeon Masters looking for an intrigue-laden adventure location that fits instantly and easily into their existing D&D campaigns. $20.00 each.

Vor Rukoth - Presents a fully detailed, ready-to-use fortress ruin, complete with secret locations, maps, adventure hooks, monster and NPC statistics, ready-to-play encounters, and a full-color, double-sided battle map. The book is perfect for Dungeon Masters looking for a mysterious adventure location that fits instantly and easily into their existing D&D campaigns. Once a stronghold of the tiefling empire of Bael Turath, Vor Rukoth has fallen into ruin and become a haven for monsters. Within its vaults, the treasures and mysteries of Bael Turath wait to be unearthed! In addition to an adventure location, Vor Rukoth holds many hours of excitement and adventure. $22.00 each.

Dungeon Delve - Dozens of dungeons ready to play without preparation! Dungeon Delve is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or ''delves,'' each one crafted for a few hours of game-play. The book includes delves for 1st- to 30th-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign. $40.00 each.

DU3 - Caves of Carnage - This product adds a new dimension to D&D games and gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build exciting dungeons, temples, and monster lairs. This accessory for the D&D game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. $15.00 each.

DU4 - Arcane Towers - This product adds a new dimension to D&D games and gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build exciting dungeons, temples, and monster lairs. This accessory for the D&D game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. $15.00 each.

DU5 - Sinister Woods - This product adds a new dimension to D&D games and gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build exciting dungeons, temples, and monster lairs. This accessory for the D&D game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. $15.00 each.

DU6 - Harrowing Halls - This D&D Role-playing Game accessory gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles and three-dimensional enhancements with which to build exciting encounter locations. This accessory contains four double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock, plus two sheets of three-dimensional terrain elements, allowing you to create platforms, staircases, and other dungeon fixtures. $15.00 each.

DU7 - Deserts of AthasThis D&D Roleplaying Game accessory: designed for use with the Dark Sun Campaign Setting and the Marauders of the Dune Sea adventure, gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles and three-dimensional enhancements with which to build exciting encounter locations. This accessory contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock, allowing you to create desert oases, sandstone vaults, and other dungeon and wilderness fixtures. Some of the tiles can be combined to create 3D terrain elements. It is ideal for Dark Sun campaign adventures or any other D&D setting. $15.00 each.

 

Dungeon Tiles Master Set: The Dungeon - This D&D Role-playing Game accessory gives Dungeon Masters all of the basic dungeon tiles they need to create great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build exciting encounter locations. This accessory contains 10 double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock, allowing you to create dungeon rooms, corridors, and outdoor locales. The product box is designed for tile storage and as a terrain element in the game. Coming September.

 

 

 
 

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