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This is a list of official Dungeons & Dragons adventures published by Wizards of the Coast as separate publications. It does not include adventures published as part of supplements, officially licensed Dungeons & Dragons adventures published by other companies, official d20 System adventures and other Open Game License adventures that may be compatible with Dungeons & Dragons.
Power of Faerûn: Ed Greenwood and Eric L. Boyd: March 2006 ― _ 0-7869-3910-9: Races of Faerûn: Eric L. Boyd, James Jacobs, and Matt Forbeck: March 2003 ― _ 0-7869-2875-1: Serpent Kingdoms: Eric L. Boyd, Darrin Drader, and Ed Greenwood: July 2004 ― _ 0-7869-3277-5: Shining South: Thomas M. Reid: October 2004 ― _ 0-7869-3492-1: Silver ...
The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings.For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of ...
The book adds a variety of options for both players and Dungeon Masters along with marginalia by the archmage Tasha. [2] [3]Chapter 1: Character Options Includes 26 new subclasses, 2 or 3 for each of the twelve previously existing character classes. [4]
White Plume Mountain is set in the World of Greyhawk, a campaign setting for Dungeons & Dragons. [5] The module is a dungeon crawl, [1] precipitated by the theft of three magical, sentient weapons: [6] a trident named Wave, a war hammer named Whelm, and a sword named Blackrazor (all three were introduced in this adventure). [1]
In 1974, the 36-page "Volume 1: Men & Magic" pamphlet was published as part of the original Dungeons & Dragons boxed set and included 12 pages about magic.It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials".
Sigil is first described in the Planescape Campaign Setting boxed set, released in 1994. [4] It is also featured prominently in some later Planescape rulebooks, including In the Cage: A Guide to Sigil (1995), [5] The Factol's Manifesto (1995), [6] and Uncaged: Faces of Sigil (1996), [7] as well as in many adventures, such as The Eternal Boundary (1994), [8] Harbinger House (1995), [9] and ...
A ball guarded by a kitsune (fox spirit) which can give the one who obtains it power to force the kitsune to help them. It is said to hold some reserves of the kitsune 's power. Hōsōshi A four-eyed, sword-wielding ritual exorcist who leads funeral processions and expels evil spirits. Hosuseri