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ravenloft player's handbook: Ravenloft Players Handbook Jackie Cassada, Andrew Cermak, John W Mangrum, Nicky Rea, Andrew Wyatt, 2003 Requires the use of the Dungeon & Dragons player's handbook, revised third edition--P. [4] of cover. |
ravenloft player's handbook: Ravenloft Andrew Cermak, James Mangrum, John W. Mangrum, Stuart Turner, Andrew Wyatt, 2001-10 A night of eternal terror. A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft. |
ravenloft player's handbook: Champions of Darkness White Wolf Games Studio, 2002-10 |
ravenloft player's handbook: Dungeons & Dragons Player's Handbook (Core Rulebook, D&D Roleplaying Game) Dungeons & Dragons, 2014-08-19 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 characters from among the most iconic D&D races and classes. Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction Wall Street Journal #1 Best Seller in Hardcover Nonfiction • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike. • The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world. • 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. |
ravenloft player's handbook: Ravenloft Dungeon Masters Guide Brian Campbell, Carla Hollar, Rucht Lilavivat, John W Mangrum, Anthony Pryor, Peter Woodworth, Andrew Wyatt, 2003-06 Fantasirollespil. |
ravenloft player's handbook: Van Richten's Arsenal Chris Howard, 2002-05 The Fires of Righteousness Creatures of the night, be warned. From the lost notebooks of Rudolph Van Richten comes a new entry in the library of the greatest vampire-hunter to ever walk the Realm of Dread. Included herein are tools and techniques that allow the heroes of Ravenloft to take the fight to the next level. From potent spells to arcane artifacts, the secrets within represent some of Ravenloft's greatest hopes against the legions of darkness. The Flames of Heroism First in a series of Van Richten's Arsenal handbooks, this book introduces a variety of new weapons against the fiends that populate Ravenloft. Included are rules for alchemy, new spells, magical items, new equipment and even a few prestige classes (such as the alchemist and crusading knight) fully prepared to bring down the forces of evil. |
ravenloft player's handbook: Horseman Christina Henry, 2021-09-28 In this atmospheric, terrifying novel that draws strongly from The Legend of Sleepy Hollow, the author of Alice and The Girl in Red works her trademark magic, spinning an engaging and frightening new story from a classic tale. Everyone in Sleepy Hollow knows about the Horseman, but no one really believes in him. Not even Ben Van Brunt's grandfather, Brom Bones, who was there when it was said the Horseman chased the upstart Crane out of town. Brom says that's just legend, the village gossips talking. More than thirty years after those storied events, the village is a quiet place. Fourteen-year-old Ben loves to play Sleepy Hollow boys, reenacting the events Brom once lived through. But then Ben and a friend stumble across the headless body of a child in the woods near the village, and the discovery makes Ben question everything the adults in Sleepy Hollow have ever said. Could the Horseman be real after all? Or does something even more sinister stalk the woods? |
ravenloft player's handbook: Stars and Bones Gareth L. Powell, 2022-03-01 Fast-paced action, fun banter, and unforgettable characters (even a talking cat!) are at the center of this epic space opera that “packs a serious emotional wallop” (Booklist). What if instead of saving humanity, aliens decided to save the Earth? Seventy-five years from today, the human race has been cast from a dying Earth to wander the stars in a vast fleet of arks—each shaped by its inhabitants into a diverse and fascinating new environment, with its own rules and eccentricities. When her sister disappears while responding to a mysterious alien distress call, Eryn insists on being part of the crew sent to look for her. What she discovers on Candidate-623 is both terrifying and deadly. When the threat follows her back to the fleet and people start dying, she is tasked with seeking out a legendary recluse who may just hold the key to humanity’s survival. Stars and Bones is another unforgettable science fiction adventure from two-time BSFA Award winner Gareth L. Powell. |
ravenloft player's handbook: Theology, Religion, and Dungeons & Dragons Scott Donahue-Martens, Brandon Simonson, 2024-12-15 On its 50th anniversary, the tabletop role-playing game Dungeons & Dragons (D&D) has found renewed popularity and a generally positive representation in popular culture. Reflecting on these fifty years of development and history, and looking forward to D&D’s bright future, Theology, Religion, and Dungeons & Dragons: Explorations of the Sacred through Fantasy Worlds</i> explores the intersection of D&D with the academic disciplines of Theology and Religious Studies. From Tolkien’s notion of sub-creation to pedagogical ponderings on hell, readers will uncover deeply theological and religious aspects of Dungeons & Dragons in this volume. Unlike some during the so-called Satanic Panic, the authors of this volume embrace D&D as spiritually and theologically formative. Discussions on alignment and campaign settings like Dark Sun and Ravenloft foreground notions of interrelating and wellbeing, and reflections on communal conceptions of canon and spiritual formation chart paths forward by understanding historical realities. This volume responds to growing interest in the academic study of tabletop role-playing games in general and D&D in specific, and it addresses pressing issues in the academic disciplines of Theology and Religious Studies. |
ravenloft player's handbook: DUNGEONS & DRAGONS , 2020 |
ravenloft player's handbook: Dungeons and Dragons Fantasy Roleplaying Game Wizards RPG Team, 2010-09-07 The best way to start playing the 4th Edition Dungeons Dragons Fantasy Roleplaying Game. Designed for one-to-five players, this boxed game contains everything needed to start playing. |
ravenloft player's handbook: Empire of the Ghouls for 5th Edition Richard Green, Wolfgang Baur, Christopher Lockey, Jeff Lee, Kelly Pawlik, Mike Welham, 2020-06-09 Dark Motives and Darker Alliances Citizens of Zobeck are going missing. Catacombs beneath the urban abodes may have answers, but what lurks in them may not enjoy company... Rumors swirl of an unholy marriage between blood thirsty factions. As haunting dreams and prophetic utterances swell, the danger becomes clear. Such a union would be catastrophic... Who will uncover and stop these foul and ghoulish workings? Will your adventurers have the fortitude and ambition--or the greed and cunning--it takes to put a stop to them? Empire of the Ghouls is a complete adventure for characters level 1-13 for the 5th edition of the world's first RPG. You'll also find a gazetteer detailing the Ghoul Imperium in the depths of the Underworld--complete with map! --and appendices filled with new cults, creatures, magic items, and NPCs. Sharpen your blade and conjure magical light, and root out the foulness below the earth! |
ravenloft player's handbook: Keep on the Shadowfell Bruce R. Cordell, Mike Mearls, 2008 A guide to the role-playing game that provides information on its commands, inidividual campaigns, scoring, extras, tactics, and the secrets of the multi-player mode. This adventure takes characters from 1st level to 3rd level. |
ravenloft player's handbook: Dark Tales and Disturbing Legends Harold Johnson, Brett King, Ari Marmell, Steve Miller, Ryan Naylor, 2005-04 Childhood legends, ghost stories and cautionary tales take on a life of their own when surrounded by the Mists of Ravenloft. From the immortal creature destined to eternal wandering to the sinister tailor known as Scissorman, from the family whose members all have dark secrets to a wedding night shattered by horror and the house that relives the atrocity at its core, five stories of classic terror become a setting for bold adventurers - or helpless victims. |
ravenloft player's handbook: Magic of Incarnum James Wyatt, Frank Brunner, Richard Baker, Stephen Schubert, 2005 A new source of power for the Dungeons & Dragons(R) roleplaying game! This supplement introduces a magical substance called incarnum into the D&D game. With this book, the players characters can meld incarnum--the power of souls living, dead, and unborn--into magical items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield. This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign. |
ravenloft player's handbook: Dungeons & Dragons: Ravenloft: Heir of Strahd Delilah S. Dawson, 2025-05-13 A party of adventurers must brave the horrors of Ravenloft in this official Dungeons & Dragons novel! Five strangers armed with steel and magic awaken in a mist-shrouded land, with no memory of how they arrived: Rotrog, a prideful orcish wizard; Chivarion, a sardonic drow barbarian; Alishai, an embittered tiefling paladin; Kah, a skittish kenku cleric; and Fielle, a sunny human artificer. After they barely survive a nightmarish welcome to the realm of Barovia, a carriage arrives bearing an invitation: Fairest Friends, I pray you accept my humble Hospitality and dine with me tonight at Castle Ravenloft. It is rare we receive Visitors, and I do so Endeavor to Make your Acquaintance. The Carriage shall bear you to the Castle safely, and I await your Arrival with Pleasure. Your host, Strahd von Zarovich With no alternative, and determined to find their way home, the strangers accept the summons and travel to the forbidding manor of the mysterious count. But all is not well at Castle Ravenloft. To survive the twisted enigmas of Strahd and his haunted home, the adventurers must confront the dark secrets in their own hearts and find a way to shift from strangers to comrades—before the mists of Barovia claim them forever. |
ravenloft player's handbook: Fizban's Treasury of Dragons (Dungeon & Dragons Book) Dungeons & Dragons, 2021-10-26 Discover everything there is to know about dragons—the most iconic of D&D monsters—in this quintessential reference guide. Meet Fizban the Fabulous: doddering archmage, unlikely war hero, divine avatar of a dragon-god—and your guide to the mysteries of dragonkind. What is the difference between a red dragon and a gold dragon? What is dragonsight? How does a dragon’s magic impact the world around them? This comprehensive guide provides Dungeon Masters with a rich hoard of tools and information for designing dragon-themed encounters, adventures, and campaigns. Dragonslayers and dragon scholars alike will also appreciate its insight into harnessing the power of dragon magic and options for players to create unique, memorable draconic characters. Introduces gem dragons to fifth edition! Provides Dungeon Masters with tools to craft adventures inspired by dragons, including dragon lair maps and detailed information about 20 different types of dragons Adds player character options, including dragon-themed subclasses for monks and rangers, unique draconic ancestries for dragonborn, additional spell options, and a feat Presents a complete dragon bestiary and introduces a variety of dragons and dragon-related creatures—including aspects of the dragon gods, dragon minions, and more Reveals the story of the First World and the role the dragon gods Bahamut and Tiamat played in its creation and destruction |
ravenloft player's handbook: Player's Handbook Jeremy Crawford, Mike Mearls, James Wyatt, 2009 This companion to the 'Player's handbook' core rulebook introduces the primal power source, which draws on the spirits that preserve and sustain the world. This book includes four classes tied to the primal power source: the barbarian, the druid, the shaman, and the warden. It also presents four new arcane and divine classes: the avenger, the bard, the invoker, and the sorcerer. |
ravenloft player's handbook: Strixhaven: Curriculum of Chaos (D&D/MTG Adventure Book) Dungeons & Dragons, 2021-12-07 Rollicking campus adventures for the world’s greatest roleplaying game. The greatest minds in the multiverse meet at Strixhaven University. Professors convey fantastic secrets to eager students, and life on campus is frenetic. But danger lurks even here. Campus hijinks mix with mishaps and sinister plots, and it’s up to you to save the day. Strixhaven: A Curriculum of Chaos introduces the fantastical setting of Strixhaven University to Dungeons & Dragons, drawn from the multiverse of Magic: The Gathering. It also provides rules for creating characters who are students in one of its five colleges. Characters can explore the setting over the course of four adventures, which can be played together or on their own. Each describes an academic year filled with scholarly pursuits, campus shenanigans, exciting friendships, hidden dangers, and perhaps even romance. Includes four brand new D&D adventures that can be played as stand-alones or woven together as a campaign from levels 1–10 Adds a new playable race—an owlin, one of the owlfolk who study at the university Includes a bestiary of over forty magical creatures and NPCs Experience D&D in new ways through the academic challenges, extracurricular activities and jobs, and relationships explored on campus Includes a beautifully illustrated double-sided poster map that shows Strixhaven’s campus on one side and important locations on the other Attend an elite mage university, choose your college, and adventure your way to graduation Adds new player character options including feats and new backgrounds for first-year students at Strixhaven |
ravenloft player's handbook: The Crimson Queen Alec Hutson, 2016-11-28 Long ago the world fell into twilight, when the great empires of old consumed each other in sorcerous cataclysms. In the south the Star Towers fell, swallowed by the sea, while the black glaciers descended upon the northern holdfasts, entombing the cities of Min-Ceruth in ice and sorcery. Then from the ancient empire of Menekar the paladins of Ama came, putting every surviving sorcerer to the sword and cleansing their taint from the land for the radiant glory of their lord. The pulse of magic slowed, fading like the heartbeat of a dying man. But after a thousand years it has begun to quicken again. In a small fishing village a boy with strange powers comes of age . . . A young queen rises in the west, fanning the long-smoldering embers of magic into a blaze once more . . . Something of great importance is stolen - or freed - from the mysterious Empire of Swords and Flowers . . . And the immortals who survived the ancient cataclysms bestir themselves, casting about for why the world is suddenly changing . . . |
ravenloft player's handbook: Monsters, Aliens, and Holes in the Ground, Deluxe Edition Stu Horvath, 2023-10-10 A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition. |
ravenloft player's handbook: Monsters, Aliens, and Holes in the Ground Stu Horvath, 2023-10-10 A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. |
ravenloft player's handbook: Dungeons & Dragons Worlds & Realms Adam Lee, Official Dungeons & Dragons Licensed, 2024-10-29 Celebrate fifty years of the spellbinding settings and planes of Dungeons & Dragons with this beautifully illustrated exploration of the multiverse. “A wonderful collection. This incredible journey through the fantastical realms that inspired countless tables to roll dice together is both an educational and a visual treat!”—Matt Mercer Worlds & Realms is an illustrated, story-driven retrospective celebrating the immersive worldbuilding of D&D since the iconic game’s inception in 1974. Legendary mage Mordenkainen takes adventurers on a fantastical journey through the multiverse, delving into memorable and fascinating lore and locations across all five editions of the game. With Mordenkainen’s guidance, readers will revisit worlds that have come to define D&D over the decades, from the familiar realms of the Material Plane to lands beyond the Astral Sea. Mordenkainen’s philosophical musings provide a mage’s-eye view of the worlds’ unique features, creatures, and characters, captivating readers’ imaginations as they learn more about the history and mysteries of the multiverse. Additionally, readers will join adventuring parties with inhabitants of each realm through exclusive short stories by award-winning contributors Jaleigh Johnson, Jody Houser and Eric Campbell, Jasmine Bhullar, and Geoffrey Golden. Full of exciting and enchanting artwork showing fifty years of gameplay evolution from vintage D&D through the present, with original cover and chapter-opener illustrations, Worlds & Realms is a spellbinding tour of the strange and wonderful worlds of the multiverse, appealing to both new and long-standing fans alike. |
ravenloft player's handbook: Slaying the Dragon Ben Riggs, 2022-07-19 Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime. - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world. |
ravenloft player's handbook: Dungeons & Dragons Art & Arcana Michael Witwer, Kyle Newman, Jon Peterson, Sam Witwer, Official Dungeons & Dragons Licensed, 2018-10-23 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—now in a 50th Anniversary Edition with bonus content. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official Dungeons & Dragons illustrated history provides an unprecedented look at the visual evolution of the brand and its continued influence on the worlds of pop culture and fantasy. You’ll find more than seven hundred pieces of artwork within from • each edition of the core role-playing books, supplements, and adventures • the Forgotten Realms and Dragonlance novels • decades of Dragon and Dungeon magazines • classic advertisements and merchandise • plus 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 Dungeons & Dragons 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. The 50th Anniversary Edition also includes six fold-out sections featuring essential artwork from the most iconic—and deadliest—dungeons in D&D history. 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. |
ravenloft player's handbook: Empire of Imagination Michael Witwer, 2015-10-06 The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons. The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Vin Diesel all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the role-playing genre he is largely responsible for creating. Through his unwavering commitment to the power of creativity, Gygax gave generations of gamers the tools to invent characters and entire worlds in their minds. Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination. |
ravenloft player's handbook: The Role-Playing Society Andrew Byers, Francesco Crocco, 2016-03-01 Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for serious RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture. |
ravenloft player's handbook: The Routledge Handbook of Role-Playing Game Studies José P. Zagal, Sebastian Deterding, 2024-06-27 This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies. |
ravenloft player's handbook: Dungeons & Dragons Lore & Legends Michael Witwer, Kyle Newman, Jon Peterson, Sam Witwer, Official Dungeons & Dragons Licensed, 2023-10-03 An illustrated guide to Dungeons & Dragons’ beloved fifth edition told through interviews, artwork, and visual ephemera from the designers, storytellers, and artists who bring it to life. When the reimagined fifth edition of Dungeons & Dragons debuted in the summer of 2014, the game was on the brink of obsolescence. But within a few short years, D&D found greater success than it had ever enjoyed before, even surpassing its 1980s golden age. How did an analog game nearly a half century old become a star in a digital world? For the first time, Lore & Legends reveals the incredible ongoing story of Dungeons & Dragons fifth edition from the perspective of the designers, artists, and players who bring it to life. This comprehensive visual guide illuminates contemporary D&D—its development, evolution, cultural relevance, and popularity—through exclusive interviews and more than 900 pieces of artwork, photography, and advertising curated and analyzed by the authors of the bestselling and Hugo Award–nominated Dungeons & Dragons Art & Arcana. |
ravenloft player's handbook: Open Game Table : the Anthology of Roleplaying Game Blogs Jonathan Jacobs, 2009 Open Game Table aims to bridge the gap between the RPG blogging community and the broader table-top gaming fan base by showcasing the best talent in the RPG blogosphere. Within these pages are 47 blog posts from 32 top-quality RPG blogs, plus a Foreword written by RPG luminary Wolfgang Baur. Packed with content and over 60 illustrations by a stable of talented new artists, this book is Pure Gold. A true grass roots effort; it is a tour de force of the RPG blogging universe. Check out the Open Game Table storefront for reviews by WIRED and Bards & Sages. |
ravenloft player's handbook: Computer Gaming World , 1997 |
ravenloft player's handbook: Entering the Multiverse Paul Booth, 2024-11-25 The multiverse has portaled into the mainstream. Entering the Multiverse unpacks the surprising growth of the multiverse in media and popular culture today, and explores how the concept of alternate realities and parallel worlds has acted as a metaphor for centuries. Edited by leading media and popular culture scholar Paul Booth, this collection explores the many different manifestations of the multiverse across different genres, media, fan-created works, and cultural theory. Each chapter delves into different aspects of the multiverse, including its use as a metaphor, as a scientific reality, and as a media-industry strategy. Addressing the multiplicity of multiversal meanings through multiple perspectives and always with an eye toward engagement with contemporary cultural issues, the chapters also examine various distinctions and contradictions, in order to provide a strong basis for further thinking, writing, and research on the concept of the multiverse. Chapters in this collection tell the story of the multiverse in multiple realities: creative nonfiction, academic essay, screenplay, art, poetry, video, and audio essay. A compelling read for students, researchers, and scholars of media and cultural studies, film and media culture, popular culture, comics studies, game studies, literary studies, and beyond. |
ravenloft player's handbook: Dungeon Master For Dummies Bill Slavicsek, Richard Baker, 2006-07-24 Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered.... |
ravenloft player's handbook: Role-playing Games (RPGs) Sean Winslow, 2001 |
ravenloft player's handbook: Dungeons & Dragons: Inside the World of Dungeons & Dragons Susie Rae, 2023-01-31 Let’s recap the last twelve months of Dungeons & Dragons! Delve into all there is to know about the latest campaigns, fantastical realms, and monstrous foes within Dungeons & Dragons. Featuring interviews with popular podcasters & streamers, awesome activities, and more, this official annual guide to one of the world's most popular tabletop roleplaying games is a treasure hoard of all the best tips and tricks to keep you up-to-date and bring your table to the next level! |
ravenloft player's handbook: The Evolution of Fantasy Role-Playing Games Michael J. Tresca, 2014-01-10 Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles. |
ravenloft player's handbook: Ares Magazine Issue #01 , 2014-07-01 Issue #1 of Ares Magazine, featuring 80 pages of new fantasy and science fiction, an interview with Bruce Cordell, and a feature article by William Keith. |
ravenloft player's handbook: Dread and Hope Joshua Wise, 2022-02-03 Dread and Hope brings early Christian hopes concerning the consummation of the cosmos and modern apocalyptic pop-culture into dialog. Drawing from a wide range of research and media, Joshua Wise examines how figures like Antiochus IV, Damien from The Omen, the Emperor Nero, and Winston Smith from Orwell’s 1984 inform each other. |
ravenloft player's handbook: Welcome to Dragon Talk Shelly Mazzanoble, Greg Tito, 2022-12-05 In this collection, the hosts of Dragon Talk, the official D and D podcast, recount some of the most inspiring stories from their guests. All use the core tenets of the game in their everyday life-- |
ravenloft player's handbook: 1993 TSR Master Catalog TSR, Inc, 1993 |
Mistipedia - Fraternity of Shadows
Dec 2, 2020 · Welcome to Mistipedia, a Ravenloft Wiki, brought to you by the Fraternity of Shadows! The goal of Mistipedia is to be a repository of all knowledge regarding the Ravenloft …
Ravenloft: Fraternity of Shadows: Home of Ravenloft on the Net
Ravenloft: Prisoners of the Mists is now interred in our Mausoleum, to scratch that exact itch. Enjoy! Jan 10th: Hey Savage Worlds fans, Stephen "Stormwell" Hughes has shared with us …
Ravenloft: FAQ - Fraternity of Shadows
Ravenloft Third Edition provides a list of thirteen major deities in the demiplane, including the Church of Ezra and the Cult of the Morninglord. Additional religions have been mentioned in …
Van Richten's Guide to Ravenloft - Mistipedia - Fraternity of …
Nov 1, 2024 · The book provides the rules and information regarding the Ravenloft Campaign Setting updated to the 5th Edition. Product Information. Authors: F. Wesley Schneider; Edited …
Ravenloft: Gazeteer 5 - Fraternity of Shadows
Two of the domains of clerics of the Spider Queen are from that book and many powers of the Lord are likewise from there. This is frustrating for those without said optional book, especially …
Ravenloft: Net Books - Fraternity of Shadows
A Ravenloft Community Netbook : Undead Sea Scrolls 2002 Our 2002 special. Web Enhancement: Additions to the Gazetteer. Undead Sea Scrolls 2003 The latest edition of the …
Ravenloft - 2nd Edition Product List - Mistipedia - Fraternity of …
May 18, 2021 · Living City Ravenloft Crossover. Vondryx, Lord of the Abyss, Relaru Dayspring, & Ambassador Carrague invite the heros to Crow's End in Ravens Bluff, to repay their debt to …
The Grand Conjunction - Mistipedia - Fraternity of Shadows
Jun 4, 2023 · For a brief time, the domains of Ravenloft (and the Misty Border itself) were busted open, allowing darklords and other evils to spill through into the Material Plane. However, …
Ravenloft Campaign Setting: The Red Box - Fraternity of Shadows
The red campaign setting box while not my first exposure to Ad&d or Ravenloft itself ( I had read two of the Ravenloft novels previously.) however it was the first time I had read any rulebooks …
Ravenloft: Adventure Hooks
The Dark Powers of Ravenloft took notice of the event and sucked the doomed city into Ravenloft, placing it in the depths under the coast of Mordent and the denizens under a special curse- …
Mistipedia - Fraternity of Shadows
Dec 2, 2020 · Welcome to Mistipedia, a Ravenloft Wiki, brought to you by the Fraternity of Shadows! The goal of Mistipedia is to be a repository of all knowledge regarding the Ravenloft fantasy horror campaign setting for the Dungeons & …
Ravenloft: Fraternity of Shadows: Home of Ravenloft on the Net
Ravenloft: Prisoners of the Mists is now interred in our Mausoleum, to scratch that exact itch. Enjoy! Jan 10th: Hey Savage Worlds fans, Stephen "Stormwell" Hughes has shared with us his adaptation of the classic Ravenloft adventure, …
Ravenloft: FAQ - Fraternity of Shadows
Ravenloft Third Edition provides a list of thirteen major deities in the demiplane, including the Church of Ezra and the Cult of the Morninglord. Additional religions have been mentioned in the Ravenloft Gazetteers as well as expanded information …
Van Richten's Guide to Ravenloft - Mistipedia - Fraternity of Shadows
Nov 1, 2024 · The book provides the rules and information regarding the Ravenloft Campaign Setting updated to the 5th Edition. Product Information. Authors: F. Wesley Schneider; Edited by: Judy Bauer, Michele Carter, Scott Fitzgerald Gray; …
Ravenloft: Gazeteer 5 - Fraternity of Shadows
Two of the domains of clerics of the Spider Queen are from that book and many powers of the Lord are likewise from there. This is frustrating for those without said optional book, especially when it has not been used elsewhere in Ravenloft …