Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Wednesday, August 1, 2012

DUNGEONS & DRAGONS 2 COMIC BOOKS COMPLETE INFESTATION D&D HP LOVECRAFT CTHULTHU!

DUNGEONS AND DRAGONS 2 COMIC BOOKS! INFESTATION #1 and #2. Complete. HARD TO FIND COLLECTOR'S ITEM FOR FANS OF THE FANTASY ROLE PLAYING GAME. In the tradition of the TSR Dungeons & Dragons role playing game. Abraxis Wren is the most notorious inquisitive in Sharn... and when a routine (well, routine by his standards) case puts him on the trail of creatures beyond the ken of mortal, it's only a matter of time before he finds himself caught up in the middle of INFESTATION 2! Introducing the D&D campaign EBERRON to comics! The City of Towers is in chaos! As the citizens flee the coming of the INFESTATION, only Abraxis Wren holds the secrets that might save Sharn-but does he have the strength of will to survive this crucible of terror? Plus-learn the strange history the world of Eberron shares with the threat of INFESTATION 2! Last year's groundbreaking Infestation series, IDW's first-ever event, saw many teams from multiple universes fight off a zombie invasion. Now, an even bigger threat has risen to threaten the growing IDW multiverse: Lovecraftian demons threaten to reach across time and space and destroy everyone everywhere and everywhen! Featuring lavish full color artwork. THIS ITEM WAS ONLY AVAILABLE IN COMIC BOOK SPECIALTY SHOPS AND CANNOT BE FOUND IN ANY MASS MARKET RETAIL OUTLET.

Monday, July 2, 2012

DUNGEONS & DRAGONS HOLLOW WORLD DUNGEON MASTER'S SOURCEBOOK ROLE PLAYING GAME!!!

DUNGEONS & DRAGONS HOLLOW WORLD DUNGEON MASTER'S SOURCEBOOK "Within the sphere of the Known World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons --devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying, war-mongering natives whose taste for battle extends even into their favorite game -- the losers always die -- and many more. Monsters abound as well, from dinosaurs to aurochs. In the Hollow World, the sun never sets. Magic works differently than it does "outside" -- some spells don't work at all. And quite often, getting in is much, much easier than getting out. The 128-page "Dungeon Master's Sourcebook" described how in the Hollow World, prehistoric animals abound, as do strange races, such as native tribes, strange elves, and the renmants of the ancient Nithians; magic behaves somewhat differently in the Hollow World, and the people there worship different Immortals.[ Dungeon Master's Sourcebook, with everything the DM needs to run an exciting campaign in the Hollow World. Also in this book are extensive entries on all the Immortals represented in the Hollow World: their interests, their allies, their enemies.

DUNGEONS & DRAGONS SWORD & FIST D20 GUIDEBOOK FIGHTERS MONKS RPG ROLE PLAYING!!!

Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) [Paperback] Paperback: 96 pages Publisher: Wizards of the Coast (January 1, 2001) Language: English ISBN-10: 0786918292 ISBN-13: 978-0786918294 Combat isn't everything -- it's the only thing. — The masters of armed and unarmed combat, fighters and monks, come into their own in this book. It's packed with ways to customize fighter and monk characters, including: — New feats, prestige classes, weapons, and equipment — Information about special organizations such as the Red Avengers and the Knight Protectors Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena Indispensable to both players and Dungeons Masters, this book adds excitement to any campaign.

DUNGEONS & DRAGONS TOME & BLOOD D20 GUIDEBOOK WIZARDS SORCERERS RPG ROLE PLAYING

Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) [Paperback] Paperback: 96 pages Publisher: Wizards of the Coast (July 1, 2001) Language: English ISBN-10: 0786918454 ISBN-13: 978-0786918454 A Spell Is Better than a Thousand Words — Every mystic library reserves a place for this single potent volume of arcane lore. It's packed with ways to customize sorcerer and wizard characters, including: — New feats, spells, and magic items. — New prestige classes, including the dragon disciple, fatespinner, and pale master. — Information about special organizations such as the Broken Wands and the Arcane Order. Maps of a mages' guildhall and a home that a sorcerer and a wizard share. Tome and Blood is indispensable to players and Dungeon Masters who want to add a new dimension to sorcerers and wizards. To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
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DUNGEONS & DRAGONS MASTERS OF THE WILD D20 GUIDEBOOK BARBARIANS DRUIDS RANGERS!!

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeon & Dragons d20 3.0 Fantasy Roleplaying Accessory) These Forces of Nature Can Weather Any Storm — Barbarians, druids, and rangers are the rugged and noble champions of untamed lands. This book teems with new ways to customize even the most seasoned characters, including: — New feats, weapons, spells, and magic items. — Improved, more detailed rules for the wild shape ability. — New prestige classes such as the frenzied berserker, the windrider, and the oozemaster. A new type of magic item -- the infusion. Dungeon Masters and players who want to add a new dimension to their barbarians, druids, and rangers will uncover a cache of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook Paperback: 96 pages Publisher: Wizards of the Coast (February 1, 2002) Language: English ISBN-10: 0786926538 ISBN-13: 978-0786926534
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Sunday, April 1, 2012

INFESTATION COMIC BOOK HP LOVECRAFT VS TRANSFORMERS GI JOE NINJA TURTLES D&D IDW


DARK SECRETS OF INFESTATION PROMOTIONAL COMIC BOOK.
(DIGEST SIZED ASHCAN PREVIEW)


THE CREATURES OF HP LOVECRAFT VS GI JOE, TRANSFORMERS, TEENAGE MUTANT NINJA TURTLES, DUNGEONS AND DRAGONS, 30 DAYS OF NIGHT,


RARE and OUT OF PRINT. COLLECTOR'S ITEM!

IDW announced their follow up event to 2011′s Infestation. Oddly enough it’s being called Infestation 2!

Just like the first event this will feature characters from various properties that IDW publishes comics based on. While Transformers and G.I. Joe both return, Ghostbusters and Star Trek are out and replaced by Teenage Mutant Ninja Turtles, Weekly World News, Dungeons & Dragons and 30 Days Of Night.

Also out are the zombies. This time around it’s the tentacles ‘Elder Gods’ of Lovecraft lore!
Part of the build-up to the debut issue is the recent release of the Dark Secrets Of Infestation 2 Ashcan Preview. With INFESTATION 2, tentacled Lovecraftian “Old Ones” reach across time and space and threaten to destroy everyone everywhere and everywhen. This gripping issue sets the stage for Lovecraft’s “Old Ones” to break through time and space and invade many titles, including TRANSFORMERS, DUNGEONS & DRAGONS, and a special fifth-week one-shot, INFESTATION: TEAM-UP, featuring Bat Boy and GROOM LAKE’s grey alien Archibald in February. Then in March, the Infestation spreads even further, infecting TEENAGE MUTANT NINJA TURTLES and G.I. JOE. In April, vampires battle zombies in30 DAYS OF NIGHT: INFESTATION,

This comic book was never available to the mass market and was only available as a promotional item in comic book specialty shops.

Monday, March 5, 2012

DARK SUN DUNGEONS & DRAGONS #1 COMIC BOOK CAMPAIGN SETTING FORGOTTEN REALMS NEW


DARK SUN DUNGEONS AND DRAGONS #1 COMIC BOOK!

HARD TO FIND COLLECTOR'S ITEM FOR FANS OF THE FANTASY ROLE PLAYING GAME.

The first issue of a comic book published in 2011 by IDW Comics.

The post-apocalyptic DUNGEONS & DRAGONS setting gets its first ever comic! Beneath a crimson sun lie wastelands of majestic desolation and cities of cruel splendor where life hangs by a thread. Welcome to Athas! In 'Ianto's Tomb,' a runaway gladiator and part-time slave hunter cross swords, forever entwining their fates on this savage desert planet.

Featuring lavish full color artwork.

THIS ITEM WAS ONLY AVAILABLE IN COMIC BOOK SPECIALTY SHOPS AND CANNOT BE FOUND IN ANY MASS MARKET RETAIL OUTLET.

Sunday, February 12, 2012

WORLDS OF DUNGEONS & DRAGONS COMIC BOOK FORGOTTEN REALMS RAVENLOFT RPG FANTASY!!


THE WORLDS OF DUNGEONS AND DRAGONS COMIC BOOK!

RARE and OUT OF PRINT. HARD TO FIND COLLECTOR'S ITEM FOR FANS OF THE FANTASY ROLE PLAYING GAME.

The first issue of a comic book published by Devil's Due Productions.

In 'Elminster at the Magefair,' a mysterious and dangerous errand takes the Sage of Shadowdale and the lovely Storm Silverhand to a gathering of the Forgotten Realms' mightiest wizards, while 'The Rigor of the Game' pits a gambler in the nightmare-haunted domains of Ravenloft against the infamous death knight, Lord Soth.

48 pages.

Featuring lavish full color artwork.

THIS ITEM WAS ONLY AVAILABLE IN COMIC BOOK SPECIALTY SHOPS AND CANNOT BE FOUND IN ANY MASS MARKET RETAIL OUTLET.

Tuesday, January 18, 2011

DUNGEONS & DRAGONS DARK SUN 1ST ISSUE COMIC BOOK NEW!!!

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DUNGEONS AND DRAGONS #0 COMIC BOOK! DARK SUN

HARD TO FIND COLLECTOR'S ITEM FOR FANS OF THE FANTASY ROLE PLAYING GAME.

The first issue of a comic book published by IDW

Cover by Paul Renaud. Step into the world of DUNGEONS & DRAGONS! Take your first strides on a long and majestic adventure-fight to stay alive-fight for honor-fight for glory! In this special issue you'll get two stories introducing you to the D&D worlds, and exclusive behind-the-scenes content, too. All this leads up to the thrilling release of DUNGEONS & DRAGONS and DARK SUN.

Featuring lavish full color artwork.

THIS ITEM WAS ONLY AVAILABLE IN COMIC BOOK SPECIALTY SHOPS AND CANNOT BE FOUND IN ANY MASS MARKET RETAIL OUTLET.

Sunday, November 15, 2009

DUNGEONS & DRAGONS PLAYER'S HANDBOOK!!! CORE RULEBOOK 1

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PRODUCT DESCRIPTION


Dungeons & Dragons Player's Handbook Core Rulebook 1

OUT OF PRINT. HARD TO FIND COLLECTOR'S ITEM!

Publisher: WIZARDS OF THE COAST
Game Line: Dungeons & Dragons
Game System: Dungeons & Dragons
Product Code: TSR 11550




# of Pages: 304

Title: Player's Handbook
Type: Core Rules
Author: Johnathan Tweet, Monte Cook, and Skip Williams
Published: 2000
Format: 304-page hardback book

Player's Handbook
THE KEY TO ENDLESS ADVENTURE!

Here is the indispenable manual of fantasy roleplaying. The Player's Handbook includes everything you need to create and play your ideal DUNGEONS & DRAGONS character.

Pick up this book and join the millions of other players who have made the D&D game the world's most popular fantasy roleplaying game!

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

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. You won't want to go back.

Product Description
Each of the Dungeons & Dragons core rulebooks 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.

Thursday, October 29, 2009

DUNGEONS & DRAGONS DUNGEON MASTER'S GUIDE CORE RULEBK 2

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PRODUCT DESCRIPTION




Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) (Hardcover)
by Monte Cook (Author)

Publisher: TSR, Inc.
Game Line: Dungeons & Dragons






# of Pages: 224

Product Description
The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.

* Hardcover: 224 pages
Publisher: Wizards of the Coast (September 1, 2000)
Language: English
ISBN-10: 078691551X
ISBN-13: 978-0786915514
Product Dimensions: 10.9 x 8.3 x 0.7 inches

The 3rd Edition Dungeon Master's Guide focuses on how to create and run a fun Dungeons & Dragons game. Like previous editions, the 3rd Edition DMG further explains the rules introduced in the Player's Handbook. But this book goes beyond rules and offers valuable tips on pacing, story creation, conflict, villains, motivation, and player rewards.

Novice DMs will benefit from the sections on creating individual adventures and describing action, while even experienced DMs will appreciate the notes on extended campaigns, detailed world creation, and high-level play. We loved the "Behind the Curtain" blurbs, which explain the reasoning behind the changes made in 3rd Edition. Well-considered optional rules are offered to daring DMs, including rules for monsters as PC races (troll paladin, anyone?), high technology, and guidelines for creating custom races and classes.

The nuts and (lightning) bolts of DMing are also covered in great detail. The book teaches DMs how to gauge Challenge Ratings for players and monsters in order to create balanced encounters. These encounters are easier to run thanks to 3rd Edition's standardized monster abilities, each of which are covered in depth. Rewarding players for successful encounters is also easier, now that the cumbersome treasure tables of 2nd Edition have been replaced. Particular attention is paid to magic items: how to award them, how players create them, how to adjudicate them, and how to take them away. The new magic item enhancement rules (similar to the magic items in the computer game Diablo) are also detailed.

The DMG introduces the concept of prestige classes, and includes rules for six sample prestige classes: arcane archer, assassin, blackguard, dwarven defender, loremaster, and shadowdancer. Characters can't take these classes at first level but must instead work toward them by choosing specific classes, skills, and feats. For example, before taking a level in arcane archer a character needs to be an elf or half-elf and have a high attack bonus, specific archery feats, and the ability to cast at least one arcane spell.

The DMG stands out as an honestly useful guide book to the incredible Dungeons & Dragons game. The rules and tips are well organized and easy to find, thanks to a detailed table of contents and full index. Artwork, examples, and diagrams are liberally placed throughout the book. All this attention to detail makes the DMG an easy and effective read. We wouldn't want to DM without it.