The Dungeon Survival Handbook for D&D

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Apr 242012
 

4E: The Dungeon Survival Handbook

$ 29.95 SRP

Dungeons & Dragons 4E Into the Unknown: The Dungeon Survival Handbook The Darkness Beckons Being an adventurer is a hard business. Dungeons offer adventure, treasure, and glory, but they are fraught with deadly traps, vicious monsters, and sinister puzzles. It takes more than a stout heart and a sharp mind to survive. A hero must be equipped with knowledge and tools if he or she is to face the unknown and live to tell about it. Into the Unknown: The Dungeon Survival Handbook is a guide for players and Dungeon Masters who want to play in a Dungeons & Dragons game that explores dungeons and plumbs the blackest reaches of the Underdark. Whether you’re a Dungeon Master seeking to create a fantastic location populated with beholders and mind flayers, or a player looking to equip your character with the means to fight such threats, this book is for you. Players will find an assortment of new powers, equipment, feats, character themes, and player races, including the kobold and the goblin. For Dungeon Masters, the book is a trove of dungeon-building advice and details, including lore on classic dungeon monsters, some quirky companions for adventurers, a few timeless treasures, and tips for incorporating players’ character themes into an adventure. 160pg Hardcover

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Halls of Undermountain Coming soon for Dungeons and Dragons 4th Ed

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Mar 262012
 


4E: Halls of Undermountain

$ 29.95 SRP

Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils. Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon’s denizens?

 

Halls of Undermountain presents a ready-to use dungeon detailing over eighty locations. The adventure offers a way for Dungeon Masters participating in the recent D&D Encounters season, The Elder Elemental Eye, to extend the adventure. In addition, this book provides all the ingredients to run a classic dungeon delve, including enticing treasures, deadly traps, a wide assortment of monsters, and two double-sided full-color poster maps. An adventure for characters of 1st – 5th level.

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New For Dungeons and Dragons 4e Book of Vile Darkness

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Dec 282011
 

This roleplaying game product is intended for Dungeon Masters looking to broaden their campaigns to include dark subject matter and truly evil threats. It features a detailed look at the nature of evil and the complex challenge of confronting the many dilemmas found within the deepest shadows. Filled with malignant secrets and musings that can inspire adventures or entire campaigns, The Book of Vile Darkness provides Dungeon Masters with sample roleplaying encounters, adventure hooks, skill challenges, rituals, and lore for some of the most despicable creatures to infest any campaign world, plus new character options for players who like to flirt with evil, and a full-color, double-sided poster map presenting iconic evil sites for heroes to explore.

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New from Wizards of the Coast The Masked Witches (PB)

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Dec 162011
 

The Masked Witches (PB)

$ 7.99 SRP

Aoth Fezim and his mercenary company have restored their tarnished reputation and attracted new recruits for their depleted ranks. But they still have one big problem. Too many griffon mounts were killed in the battles in Thay Chessenta. If “the Brotherhood of the Griffon” is to be more than a name, new mounts must be found.

As it happens, the masked witches in Rashemen have griffons available to a worthy few who can slay the undead that are committing atrocities throughout the land. Aoth volunteers his band, as do other groups who are in the market for the fighting beasts. But things are not as they seem. Epic battles between rival sellswords, berserkers, and aerial skyships punctuate this whirlwind tale set in a barbaric land of oracles, nature spirits, and talking animals.

 

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The GM and His Show

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Dec 132011
 

Being a game master, or a GM, is in many ways like being a director of a motion picture.  Both the GM and the director are responsible for the well being of their show.  Not only must both maintain the integrity of what is unfolding before the cast, but both also moderate the flow of information. Continue reading »

RPG Book Review: Grimtooth’s Traps

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Dec 122011
 

Stats

Paul Ryan O’Connor, ed.
Steven S. Crompton, illus.
Flying Buffalo Inc., pub.
First Printing 1981
Digitally Remastered 2011
55 pages
Ryan’s Rating: 17 out of 20
MSRP 14.95

The Review

I’ve been into D&D 4th Edition for a while now, and while I have been thoroughly enjoying it, one thing that seems to be lacking are traps.  D&D4e is great at tactical combat, but players can become a bit overconfident as they gain levels.  Other systems (notably my favorites: Rifts and Silvervine) seem to have no traps at all! (at least, none detailed and statted out in their publications).

So, if you’re a DM, but you aren’t an incredibly inventive trap-maker, or if your group is getting a little cocky and you want to instill some paranoia, then Grimtooth’s Traps is for you! Continue reading »