Wizards of the Coast — 出版商 (151)
Book of Exalted Deeds [图书] Goodreads
作者: James Wyatt publishing house: Wizards of the Coast 2003 - 10
Strike Down Evil with the Sword of Enlightenment

"Only those who are pure in word, thought, and deed may look upon the knowledge gathered within this blessed tome. For the blinding truths inscribed within offer nothing but redemption or destruction for the wicked. May these consecrated pages forever illuminate the paths of the righteous."
-- Raziel the Crusader, ruler of the Platinum Heaven

As the Book of Vile Darkness was a resource book on the most evil elements of campaign play, the "Book of Exalted Deeds" focuses instead on the availability of good resources and features in the D&D spectrum.

Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. The Book of Exalted Deeds also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

Book of Exalted Deeds is the second title in the line of Dungeons & Dragons products specifically aimed at a mature audience.

To use this supplement, a Dungeon Master also needs the Player's Handbook , Dungeon Master's Guide , and Monster Manual . A player needs only the Player's Handbook .
Planar Handbook [图书] Goodreads
作者: Bruce R. Cordell / Gwendolyn F.M. Kestrel publishing house: Wizards of the Coast 2004 - 7
A complete guide to integrating planar travel into any D&D campaign.

This new guidebook is specifically designed to make travel to other planes of existence an easy part of any D&D campaign. The rules are written in a modular fashion, allowing players and Dungeon Masters alike the ability to choose only the material most suited to their current campaign. Considered a complementary product to Manual of the Planes™ , this title contains a wealth of new material, including new rules subsets, player races, feats, spells, magic items, equipment, and vehicles.
Stormwrack [图书] Goodreads
作者: Richard Baker / Joseph D. Carriker publishing house: Wizards of the Coast 2005 - 8
A complete guide to playing D&D in sea and storm.

The third in a series of beautifully illustrated supplements focusing on play in specific environmental climes, Stormwrack ™ contains rules on play in watery environments. Not only are rules for sea campaigns offered, but rules for including water environments in land-based D&D campaigns and dungeon adventures are also covered. Included is extensive information on lakes and rivers; hazards such as exposure, storms, and waterspouts; races, including non-aquatic races
associated with the sea; equipment, including detailed deck plans for ships;
monsters; magic, including psionic elements; skills; feats; and more.

AUTHOR RICHARD BAKER is a senior designer for Wizards of the Coast, Inc. His most recent roleplaying game design credits include, Complete Arcane ™ and Monster Manual ™ v.3.5. Richard is also the New York Times best-selling author of the novel Condemnation .
JOSEPH D. CARRIKER, JR. has developed and written more than 30 titles for various d20 gaming companies, most notably Sword & Sorcery Studios’ Scarred Lands setting.
JENNIFER CLARKE-WILKES is an editor for Wizards of the Coast, Inc.
She works primarily on the Dungeons & Dragons ® Miniatures line, but has
edited various roleplaying game books. She co-authored Sandstorm ™ and
Savage Species ™.
Sandstorm: Mastering the Perils of Fire and Sand [图书] Goodreads
作者: Bruce R. Cordell / Jennifer Clarke-Wilkes publishing house: Wizards of the Coast 2005 - 3
A complete guide to playing D&D in arid wastelands.

This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm™ contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay.

AUTHOR BIO: Bruce R. Cordell, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Libris Mortis: The Book of Undead™, the Planar Handbook™, the Epic Level Handbook™, and Underdark™.
AUTHOR BIO: Jennifer Clarke-Wilkes is an editor for Wizards of the Coast, Inc. She works primarily on the Dungeons & Dragons® Miniatures line but has edited various roleplaying game books. She
co-authored Savage Species™.
AUTHOR: JD Wiker is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD’s recent titles include d20 Future™, the Power of the Jedi Sourcebook™, the Star Wars® Hero’s Guide™, and the Galactic Campaign Guide™.
Frostburn: Mastering the Perils of Ice and Snow [图书] Goodreads
作者: Wolfgang Baur / James Jacobs publishing house: Wizards of the Coast 2004 - 9
A complete guide to playing D&D in the ice and snow.
This 4-color supplement begins a new series of releases that focus on how the environment can affect D&D gameplay in every capacity. Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. There are expanded rules for environmental hazards and manipulation of cold weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with icy realms are included, as well as variants on current monsters. There is enough adventure material included for months of gameplay.
Cityscape [图书] Goodreads
作者: Ari Marmell / C.A. Suleiman publishing house: Wizards of the Coast 2006 - 11
"Cityscape "features city-building rules, new options for city-based characters, city-based encounters, and rules for urban terrain. The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
Night of the Hunter [图书] Goodreads
作者: R.A. Salvatore publishing house: Wizards of the Coast 2014 - 3
Drizzt and the Companions of the Hall join forces to rescue an old friend and battle drow intrigue in this new chapter in the New York Times –bestselling saga

The beloved Companions of the Hall have been restored, thanks to the workings of the goddess Mielikki. With his most faithful friends at his side once more, Drizzt Do'Urden returns to Gauntlgrym to rescue Thibbledorf Pwent, Bruenor’s loyal shield dwarf-turned-vampire.

But in order to return Pwent back to his mortal form, Drizzt and the Companions must first undertake a perilous journey through the Underdark—a journey made all the more dangerous by the political turmoil that has erupted among drow society. House Baenre, the most prestigious of the ruling drow houses, wants to increase its power over Menzoberranzan even further. While their leaders race to erect a sister city in Gauntlgrym, a Baenre noble seeks to tear down Drizzt Do'Urden once and for all.

Night of the Hunter is the first book in the Companions Codex and the twenty-eighth book in the Legend of Drizzt series.
Xanathar's Guide to Everything [图书] 豆瓣
作者: Jeremy Crawford / Mike Mearls publishing house: Wizards of the Coast 2017 - 11
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, the Inquisitive for the rogue, 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!
Tyranny of Dragons [图书] 豆瓣
作者: Wizards RPG Team publishing house: Wizards of the Coast 2023 - 1
Defy the Queen of Evil Dragons in this adventure for the world’s greatest roleplaying game.
Tyranny of Dragons combines and refines two action-packed Dungeons & Dragons adventures—Hoard of the Dragon Queen and The Rise of Tiamat—into a single sweeping campaign. It also includes a gallery of concept art providing a behind-the-scenes look at the creation of an epic adventure spotlighting Tiamat, one of the most legendary foes in D&D.
A wonderful re-introduction to 5th edition’s first published adventures for new fans
Begins as a low-level adventure suitable for new players and evolves into an epic, sprawling campaign bringing players all the way from level 1 to level 15
Adventure has been rebalanced to be easier for a new Dungeon Master to run and a better play experience.
Book includes gallery of concept art spotlighting Tiamat, one of the most legendary foes in D&D
RoboRally [游戏] BGG 维基数据
其它标题: Robo Rally / ロボラリー
类型: Maze / Miniatures 平台: Boardgame 出版发行: Wizards of the Coast / 999 Games
The robots of the RoboRally automobile factory spend their weekdays toiling at the assembly line. They put in hard hours building high-speed supercars they never get to see in action. But on Saturday nights, the factory becomes a world of mad machines and dangerous schemes as these robots engage in their own epic race.It takes speed, wits, and dirty tricks to become a racing legend! Each player chooses a robot and directs its moves by playing cards. Chaos ensues as all players reveal the cards they've chosen. Players face obstacles like industrial lasers, gaping pits, and moving conveyor belts -- but those can also be used to their advantage! Each player aims to make it to each of the checkpoints in numerical order. The first player to reach all of the checkpoints wins.

In RoboRally players each control a different robot in a race through a dangerous factory floor. Several goals will be placed on the board and you must navigate your robot to them in a specific order. The boards can be combined in several different ways to accommodate different player counts and races can be as long or as short as player's desire.

In general, players will first fill all of their robot's "registers" with facedown movement cards. This happens simultaneously and there is a time element involved. If you don't act fast enough you are forced to place cards randomly to fill the rest. Then, starting with the first register, everyone reveals their card. The card with the highest number moves first. After everyone resolves their movement they reveal the next card and so on. Examples of movement cards may be to turn 90 degrees left or right, move forward 2 spaces, or move backward 1 space though there are a bigger variety than that. You can plan a perfect route, but if another robot runs into you it can push you off course. This can be disastrous since you can't reprogram any cards to fix it!

Robots fire lasers and factory elements resolve after each movement and robots may become damaged. If they take enough damage certain movement cards become fixed and can no longer be changed. If they take more they may be destroyed entirely. The first robot to claim all the goals in the correct order wins, though some may award points and play tournament style.

The game was reprinted by Avalon Hill (Hasbro/WotC) in 2005.

UPC 742818050029

The Last Threshold [图书] Goodreads
publishing house: Wizards of the Coast 2013 - 3
Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga

Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home.

Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . .

The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.
Charon's Claw [图书] Goodreads
publishing house: Wizards of the Coast 2012 - 8
In this third installment of the New York Times–bestselling Neverwinter Saga, Drizzt draws his sword once more for the sake of his friends

Drizzt and Dahlia Sin’felle have defeated the sorceress Sylora Salm, but Dahlia’s thirst for revenge is far from slaked. Now, she speaks of nothing but the moment she will face the evil Netherese lord Herzgo Alegni—a moment she has been waiting for since she was just a child. Though Drizzt and Dahlia’s bond is no longer just one of friendship, there is much he does not know about his new lover. What is the driving force behind the darkness he’s seen within her? Can he justify another battle to settle a grudge he does not understand?

But Dahlia isn’t the only one seeking vengeance against Alegni. Artemis Entreri, Drizzt’s former enemy, offers to aid Dahlia in her mission, hoping it will win him his freedom. But partnering with Entreri poses new challenges: Charon’s Claw, Algeni’s sentient sword, dominates Entreri’s movements—if not his mind. And then there’s the way Entreri looks at Dahlia, causing Drizzt to wonder if the cunning assassin is still more foe than friend.

Charon's Claw is the third book in the Neverwinter Saga and the twenty-fifth installment in the Legend of Drizzt series.
Neverwinter [图书] Goodreads
publishing house: Wizards of the Coast 2011 - 10
Against all odds, Drizzt and Dahlia join forces in the aftermath of battle, united in their desire for vengeance against the sorceress who destroyed Neverwinter

The last of the Companions has fallen. Now Drizzt Do’Urden is alone—and free—for the first time in almost one hundred years. Guilt mingles with relief, leaving Drizzt uniquely vulnerable to the persuasions of Dahlia, a darkly alluring elf and the only other member of their Gauntlgrym search party to survive the cataclysm at Mount Hotenow.

But traveling with Dahlia is challenging in more ways than one. As the pair seeks revenge on the sorceress responsible for leveling Neverwinter—and nearly Luskan as well—Drizzt finds his usual moral certainty swept away by her unconventional views. Forced to see the dark deeds to which circumstance may drive a common man, Drizzt begins to find himself on the wrong side of the law in an effort to protect those the law has failed. As old enemies acquire deadly allies, Drizzt and Dahlia quickly find themselves embroiled in battle—a state he's coming to enjoy a little too much.

Neverwinter is the second book in the Neverwinter Saga and the twenty-fourth installment in the Legend of Drizzt series.
Gauntlgrym [图书] Goodreads
publishing house: Wizards of the Coast 2010 - 10
With nothing left to lose, Drizzt and Bruenor begin an arduous search for the lost dwarven kingdom of Gauntlgrym

The peace between the dwarves of Mithral Hall and the orcish Kingdom of Many-Arrows has not come without its costs. But even grief and old age cannot dissuade Bruenor Battlehammer from pursuing his dream of finding the fabled kingdom of Gauntlgrym—ruins said to be rich with ancient treasure and arcane lore. As always, Drizzt Do’Urden is at his side, ready to make the most of his friend’s final years.

But Jarlaxle and Athrogate are two steps ahead. In their own search for treasure and magic, Jarlaxle and Athrogate inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting people of the city of Neverwinter—a catastrophe big enough to lure even the mercenary Jarlaxle into risking his own coin and skin to stop it. Unfortunately, the more they uncover about the secret of Gauntlgrym, the more it looks like they can’t stop it on their own. They’ll need help from the last people they ever thought to fight alongside again: Drizzt and Bruenor.

Gauntlgrym is the first book in the Neverwinter Saga and the twenty-third installment in the Legend of Drizzt series.
The Ghost King [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 10
In the gripping conclusion to the New York Times­­–bestselling Transitions trilogy, Drizzt Do’Urden comes face-to-face with a power that will change Faerûn forever

With the collapse of Mystra’s Weave and the onslaught of the Spellplague, all of Faerûn is thrown into chaos. But as magic turns more dangerous and unreliable, an even greater foe presents itself: the Ghost King, an entity that contains the combined might of a dragon, a mind flayer, and the Crenshinibon—the demonic crystal shard thought to be destroyed years ago. When Jarlaxle, a drow mercenary, is targeted by the Ghost King, he knows his life hinges on finding the Deneir priest Cadderly Bonaduce. But to find Cadderly, he must travel to the cathedral in Spirit Soaring, the very place from which he is banned. And to enter Spirit Soaring, he must first recruit his old enemy Drizzt Do’Urden to his cause.

When Catti-brie is struck by an errant strand of the Weave, Jarlaxle is able to convince Drizzt and Bruenor that their plights are one and the same. Together, they travel to Spirit Soaring, where the priests and mages of Deneir—led by Cadderly—rush to arm themselves against the Ghost King. But with many losing faith and time quickly running out, the battle ahead looks more than dire than ever.

The Ghost King is the third book in the Transitions trilogy and the twenty-second installment in the Legend of Drizzt series.
The Pirate King [图书] Goodreads
publishing house: Wizards of the Coast 2008 - 10
Drawn into a battle against nefarious pirates, Drizzt questions if ‘the greater good’ is worth the cost of innocent lives

A shadowy organization of mages and pirates known as the Arcane Brotherhood has long held the city of Luskan in their power, but corruption now eats away at their ranks. Seeing this as an opportunity to finally defeat their leader, Arklem Greeth, legendary pirate hunter Captain Deudermont hatches a plot that will free the city of the Brotherhood’s iron grip.

Elsewhere, Drizzt and Regis depart for Icewind Dale, where they suspect Wulfgar—having returned his adopted daughter to her biological mother—now lives in isolation. When they cross paths with Captain Deudermont on their journey, the pirate hunter reveals his plans and recruits the duo to fight against the Arcane Brotherhood. But rescuing Luskan from itself proves more difficult—and more violent—than anyone anticipated, leaving all to question if they will destroy the city before they can actually save it.

The Pirate King is the second book in the Transitions trilogy and the twenty-first installment in the Legend of Drizzt series.
Forgotten Realms [图书] 豆瓣 Goodreads
作者: Ciencin, Scott publishing house: Wizards of the Coast 2003 - 6 其它标题: Tantras
While Midnight and Adon stand trial for the alleged slaying of Elminster, Bane, god of murder, and his allies search for the lost Tablets of Fate, and Midnight and her companions face betrayal at every turn. Original.
Risk Legacy [游戏] BGG 维基数据
其它标题: Risiko Evolution / Risk Revolution 2011年1月1日
类型: 科幻 / Wargame 平台: Boardgame 出版发行: Hasbro / Avalon Hill
This description is spoiler free, containing nothing outside the initial rulebook for the game. Details on why this is important in the description.

Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).

What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.

What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.

The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.

The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.