The tale begins over three-hundred years ago, when the Fair People--the goblins, fairies, dragons, and other fabled and fantastic creatures of a dozen lands--fled the Old World for the New, seeking haven from the ways of Man. With them came their precious jewels: diamonds, rubies, emeralds, pearls... But then the Fair People vanished, taking with them their twelve fabulous treasures. And they remained hidden until now...
Across North America, these twelve treasures, over ten-thousand dollars in precious jewels in 1982 dollars, are buried. The key to finding each can be found within the twelve full-color paintings and verses of THE SECRET.
Are you smart enough?
THE SECRET: A TREASURE HUNT was published in 1982. The year before publication, the author and publisher Byron Preiss had traveled to 12 locations in the continental U.S. (and possibly Canada) to secretly bury a dozen ceramic casques. Each casque contained a small key that could be redeemed for one of 12 jewels Preiss kept in a safe deposit box in New York. The key to finding the casques was to match one of 12 paintings to one of 12 poetic verses, solve the resulting riddle, and start digging. Since 1982, only three of the 12 casques have been recovered. The first was located in Grant Park, Chicago, in 1984 by a group of students. The second was unearthed in 2004 in Cleveland by two members of the Quest4Treasure forum, and the third was found in Boston in 2019 by a father and his two children.
Preiss was killed in an auto accident in the summer of 2005, but the hunt for his casques continues.
Everything you need to create characters and play the new adventures in this introduction to the world's greatest roleplaying game. Designed for 2-6 players.
The Dungeons & Dragons Essentials Kit is the perfect introduction to the legendary role-playing game.--Forbes
Truly excellent.--Paste
Take your first step into the world of Dungeons & Dragons, or get a more expansive D&D experience after playing the Starter Set.
Play with groups as small as two players (one Dungeon Master & one adventurer) for the first time in D&D fifth edition with the introduction of sidekicks.
Battle and plunder your way through Phandalin in the all new D&D adventure, Dragon of Icespire Peak.
Experience the thrill of being a Dungeon Master behind a four-panel DM screen with at-a-glance game rules for quick and easy reference.
Components: (1) rulebook, (1) Dragon of Icespire Peak introductory adventure, (6) blank character sheets, (11 ) dice, (1) 33 × 8.5 Dungeon Master's screen, (81) cards for magic items, sidekicks and more, (1) 21 x 15 double-sided poster map for use with the adventure.
The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - everything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play.
Whether part of a pre-planned adventure or a random encounter, these brain teasers, puzzles and traps will make every dungeon crawl, fortress break-in, or temple sacking that much more fun. GMs will find more than 60 challenging puzzles, 60 unique traps and 50 modular dungeon chambers, each with its own set of possible encoounters, meaning GMs can generate a fully-functional (or completely dilapidated) dungeon in a few rolls of a dice. With intricate technical illustrations, beautifully rendered top-down location maps and three one-shot adventures, written by RPG inflencers including Jasmine Bhullar and the creators of the Three Black Halflings podcast, The Game Master's Book of Traps, Puzzles and Dungeons is the ideal tool for any GM hoping to put the fun back in fun-geon*. *not a word.The Game Master's Book of Instant Towns and Villages provides GMs with all of the inspiration they need to conjure up unique, vivid urban environments at a moment's notice, or when trying to come up with ideas for new places to be explored.
This game-saving collection brings together nearly 170 fully-realized places organized by environment and divided up into villages, towns, cities and capitals, so that when players are trudging through a dangerous swamp, unrelenting desert or stormy coastline and need to find shelter, they can stumble upon a fully realized settlement, elven enclave or dwarven mining camp, without requiring any development in advance on the part of the game master. At its core, this book works a bit like the bestselling Game Master's Book of Non-Player Characters, but instead of providing information about the people one might meet, Instant Towns and Cities provides sketches of urban centers which can act as on-demand solutions to unexpected needs (ex. the characters need to find a physician right away and head for the nearest town, which until now, the GM had not developed) or as concepts that inspire entire adventure story arcs, depending on the party's (or the GM's) wants or needs. Each location is packed with interesting people to meet, locations to explore and story hooks to investigate (or avoid!). It's a problem-solving tool unlike any other, certain to take the pressure off game masters who find themselves in need of a creative solution for urban areas at any time in any location.Explore a wealth of new rules options for both players and Dungeon Masters in this supplement for the world's greatest roleplaying game.
The beholder Xanathar--Waterdeep's most infamous crime lord--is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything!
Xanathar's Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options:
Over twenty-five new subclasses for the character classes in the Player's Handbook, including the Cavalier for the fighter, the Circle of Dreams for the druid, the Horizon Walker for the ranger, and many more
Dozens of new spells, a collection of racial feats, and a system to give your character a randomized backstory
A variety of tools that provide Dungeon Masters fresh ways to use traps, magic items, downtime activities, and more--all designed to enhance a D&D campaign and push it in new directions
Amid all this expansion material, Xanathar offers bizarre observations about whatever its eyestalks happen to glimpse. Pray they don't come to rest on you.
Beauty and guile are in the eyes of the beholder!
A magical mixture of rules options for the world's greatest roleplaying game.
The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
MORE CHARACTER OPTIONS. Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin.
INTRODUCING GROUP PATRONS. Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.
SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.
EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.
A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.
A bestiary of wondrous friends and foes for the world's greatest roleplaying game
Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Compiling and updating monsters that originally appeared in previous D&D fifth edition releases, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face.
The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player's Handbook.
Includes more than 250 monsters--updates to the monsters include making spellcasters easier for Dungeon Masters to run, giving many monsters more damage and resilience, and improving the organization of the stat blocks themselves
Includes more than 30 playable races--brings the game's setting-agnostic races into one book, complementing the races in the Player's Handbook
A multiverse of lore--includes updates to monster lore that refocuses their stories on the D&D multiverse, rather than on any particular world
Introducing the first book in The Game Master's new Handbook series!
Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players - and your game.
USA TODAY Bestseller
ENNIE Award Winner Enter a world of heroism and adventure where you can become the ultimate Game Master, led by renowned mapmaking expert Justin Alexander. Thanks to tabletop roleplay, millions of fans are creating unforgettable collaborative stories. No matter what roleplaying game you want to play, this book is the key to unlocking endless adventure! Award-winning game designer Justin Alexander has created an incredible compendium of advice and maps, perfect for any aspiring Game Master. This book is packed with the strategies you need to create amazing dungeons, battles, roleplay encounters, and more. Full of practical, hands-on advice and sample maps, just reading the first chapter of this book will have you ready to run a game in less than an hour. From there, Justin teaches you all the skills and techniques you need to explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys! No matter what game you're playing, this book is the key to unlocking the limitless realms of your imagination.In a game packed with infinite possibilities, what are GMs to do when their players choose what they have not prepared?
As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. The Game Master's Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. Taverns, Inns, Shops & Guild Halls section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy.Dungeon Masters and players alike will unlock their full potential in this epic high-level Dungeons & Dragons adventure for characters level 10-20.
Who will save existence?
The notorious lich Vecna is weaving a ritual to eliminate good, obliterate the gods, and subjugate all worlds. To stop Vecna before he remakes the universe, the heroes work with three of the multiverse's most famous archmages, travel to far-flung locales, and rebuild the legendary Rod of Seven Parts.
Vecna: Eve of Ruin(TM) is a high-stakes Dungeons & Dragons adventure in which the fate of the multiverse hangs in the balance. The heroes begin in the Forgotten Realms(R) and travel to Planescape(R), Spelljammer(R), Eberron(R), Ravenloft(R), Dragonlance(R), and Greyhawk(R) as they race to save existence from obliteration.
For use with the fifth edition Player's Handbook(R), Monster Manual(R), and Dungeon Master's Guide(R).a
A tactical accessory for the world's greatest roleplaying game
This sturdy double-sided, grid-lined play surface is ideal for when your DUNGEONS & DRAGONS campaign gets tactical. One side features a stone floor good for dungeon and city encounters alike, while the other features terrain useable for a wide range of rural and wilderness encounters. Additionally, the D&D Adventure Grid folds up for easy transport and storage, and can be used with both wet-erase and dry-erase pens interchangeably.
Pens and miniatures not included.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.