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Books : Science Fiction & Fantasy : Gaming

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  • Player's Handbook 3: A 4th Edition D&D Core Rulebook

    Mike Mearls, Rob Heinsoo, Robert J. Schwalb

    Player's Handbook 3: A 4th Edition D&D Core Rulebook
    Rules for psionic, divine, and primal heroes.

    Player’s Handbook® 3 expands the range of options available to D&D® players with new classes, races, powers, and other material.

    This book builds on the array of classes and races presented in the Player’s Handbook and Player’s Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player’s Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.
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  • Pathfinder Roleplaying Game: Core Rulebook

    Jason Bulmahn

    Pathfinder Roleplaying Game: Core Rulebook
    This complete, standalone, fantasy roleplaying game takes your fantasy campaigns to new heights of adventure! Backward-compatible with 3.5 fantasy rules but offering new solutions and options that place it firmly on the cutting edge, the Pathfinder RPG is the culmination of the largest open public playtest in RPG history. The Pathfinder Roleplaying Game Core Rulebook includes: revised rules for the classic seven fantasy RPG races; updated options for the 11 core classes; a streamlined skill system that makes things easier for players and GMs; a host of new and familiar feats, including innovative combat feats and item creation rules; new equipment; additional combat options; overhauled rules for domains, familiars, bonded items, specialty schools, and more; dozens of new and revised spells; updated rules for NPCs, including quick-generation rules; new rules for curses, diseases, and poisons; a completely overhauled experience system with options for slow, medium, and fast advancement; hundreds and hundreds of magic items... and much, much more!
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  • Martial Power 2: A 4th Edition D&D Supplement

    Richard Baker

    Martial Power 2: A 4th Edition D&D Supplement
    New options for fighters, rangers, rogues, and warlords...

    Sharpen your sword and tighten your bow! This must-have book is the latest in a line of player-friendly game supplements offering hundreds of new options for D&D® characters, specifically focusing on martial heroes. It provides new archetypal builds for fighters, rangers, rogues, and warlords, as well as new character powers, feats, paragon paths, and epic destinies.
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  • Harrowing Halls - Dungeon Tiles: A D&D Accessory (4th Edition D&D)

    Harrowing Halls - Dungeon Tiles: A D&D Accessory (4th Edition D&D)
    Illustrated terrain tiles and 3D terrain for use with the D&D® Roleplaying Game

    This D&D Roleplaying Game accessory gives Dungeon Masters an easy and inexpensive way to include great-looking terrain in their games. This set provides ready-to-use, configurable tiles and three-dimensional enhancements with which to build exciting encounter locations.

    This accessory contains four double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock, plus two sheets of three-dimensional terrain elements, allowing you to create platforms, staircases, and other dungeon fixtures.
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  • The Warcraft Civilization: Social Science in a Virtual World

    William Sims Bainbridge

    The Warcraft Civilization: Social Science in a Virtual World
    World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer servers, each of which can handle 4,000 players simultaneously). WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war.

    Bainbridge explored the complex Warcraft universe firsthand, spending more than 2,300 hours there, deploying twenty-two characters of all ten races, all ten classes, and numerous professions. Each chapter begins with one character's narrative, then goes on to explore a major social issue—such as religion, learning, cooperation, economy, or identity—through the lens of that character's experience.

    What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.
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  • Homeland (Forgotten Realms)

    R.A. Salvatore

    Homeland (Forgotten Realms)
    The first in a series of premiere hardcover editions of Salvatore's classic dark elf tales.

    This stunning new release of the classic R.A. Salvatore novel recounts the origins of Salvatore's signature dark elf character Drizzt Do'Urden and is the first-ever release of this Forgotten Realms novel title in hardcover. This title kicks off The Legend of Drizzt series, which will showcase the classic dark elf novels in new, deluxe hardcover editions. Each title features annotations by the author, all-new cover art, and forewords written by those who have become familiar with Salvatore and Drizzt over the years.
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  • Hammerfast: A Dwarven Outpost Adventure Site (4th Edition D&D)

    Mike Mearls

    Hammerfast: A Dwarven Outpost Adventure Site (4th Edition D&D)
    A ready-to-use adventure location for any D&D® campaign...

    Need an exciting adventure location for your heroes to explore? Look no further.

    Hammerfast presents a fully detailed, ready-to-use dwarven town, complete with secret locations, maps, adventure hooks, monster and NPC statistics, ready-to-play encounters, and a full-color, double-sided battle map. The book is perfect for Dungeon Masters looking for an intrigue-laden adventure location that fits instantly and easily into their existing D&D campaigns.

    The dwarven outpost of Hammerfast is described in the Dungeon Master’s Guide® core rulebook and gets mentioned often in D&D published adventures. However, this is the first time the town has been fully detailed. In addition to an adventure location, Hammerfast can serve as the base of operations for characters exploring Nentir Vale.
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  • Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

    Wizards RPG Team

    Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
    All three 4th Edition core rulebooks in one handsome slipcase.

    The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

    This gift set provides all three 4th Edition Dungeons & Dragons core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual) in a handsome slipcase that looks great on any bookshelf.
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  • Pathfinder Roleplaying Game: The Pathfinder Bestiary

    Jason Bulmahn

    Pathfinder Roleplaying Game: The Pathfinder Bestiary
    The greatest monsters of fantasy gaming come alive in the very first hardcover release for Paizo's new Pathfinder Roleplaying Game! Backward-compatible with the 3.5 fantasy rules but packed with new solutions and options that place it firmly on the cutting edge, the Pathfinder Roleplaying Game is the culmination of the largest open playtest in tabletop RPG history. From the comedic-but-deadly goblin to the world-killing Tarrasque, this lavishly illustrated, full-color tome contains new takes on more than 250 of the best-loved, most popular monsters of fantasy ready for instant use in your Pathfinder or 3.5 campaign!
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  • Dungeons & Dragons Dungeon Master's Screen

    Dungeons & Dragons Dungeon Master's Screen
    Official Dungeon Master's screen for the 4th Edition Dungeons & Dragons® Roleplaying Game

    This four-panel cardstock screen features new full-color artwork and allows Dungeon Masters to keep their campaign notes and die rolls private, without blocking their view of the game table. Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.
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  • Dungeon Master's Guide 2: A 4th Edition D&D Core Rulebook

    Mike Mearls, Robin D. Laws, Greg Gorden

    Dungeon Master's Guide 2: A 4th Edition D&D Core Rulebook
    A source of inspiration for Dungeon Masters of any level

    This core rulebook for the Dungeons & Dragons® Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers–the interplanar city of Sigil.
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  • Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)

    Jeremy Crawford, Mike Mearls, James Wyatt

    Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)
    New classes, races, and other options for your D&D(R) game.

    This book builds on the array of classes and races presented in the first Player's Handbook(R), adding both old favorites and new, never-before-seen options to the game.

    The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.

    Player's Handbook 2 expands the range of options available to D&D players with new classes, races, powers, and other material.
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  • The Crystal Shard (Forgotten Realms: The Icewind Dale Trilogy, Book 1)

    R. A. Salvatore

    The Crystal Shard (Forgotten Realms: The Icewind Dale Trilogy, Book 1)
    Akar Kessel, a weak-willed apprentice mage sets in motion events leading to the rediscovery of the magical device, the crystal shard. But is it merely an inanimate device . . . or is it capable of directing the defeat of Ten-Towns?

    Or have the barbarians already arranged for that themselves? Their brutal attack on the villages of Ten-Towns seals their fate, and that of the youn barbarian Wulfgar. Left for dead, Wulfgar is rescued by the dwarf, Bruenor, in exchange for five years of service . . . and friendship. With the help of the dark elf, Drizzt, Bruenor reshapes Wulfgar into a warrior with both brawn and brains.

    But is Wulfgar strong enough to reunite the barbarian tribes? Can an unorthodox dwarf and renegade dark elf persuade the people of Ten-Towns to put aside their petty differences in time to stave off the forces of the crystal shard?
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  • Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III)

    R. A. Salvatore

    Sojourn: The Dark Elf Trilogy, Part 3 (Forgotten Realms: The Legend of Drizzt, Book III)
    Sojourn

    Far above the merciless Underdark, Drizzt Do'Urden fights to survive the elements of Toril's harsh surface. The young drow begins a sojourn through a world entirely unlike his own -- even as he evades the dark elves of his past. He begins to understand his new home and its inhabitants, but acceptance among the surface-dwellers doesn't come easily.
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  • Exile: Forgotten Realms (The Dark Elf Trilogy, Book 2)

    R. A. Salvatore

    Exile: Forgotten Realms (The Dark Elf Trilogy, Book 2)
    Exile

    Hostile in ways that a surface-dweller could never know, the tunnel-mazes of the Underdark challenge all who tread there. Among these souls are Drizzt Do'Urden and his magical cat, Guenhwyvar.

    Exiled from his drow homeland, Drizzt must fight for a new home in the boundless labyrinth. Meanwhile, he must watch for signs of pursuit -- for the dark elves are not a forgiving race.
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  • Dungeons & Dragons Player's Handbook

    Rob Heinsoo, Andy Collins, James Wyatt

    Dungeons & Dragons Player's Handbook
    The first of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

    The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

    The Player's Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.
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  • Starless Night (Forgotten Realms: Legacy of the Drow, Book 2)

    R. A. Salvatore

    Starless Night (Forgotten Realms:  Legacy of the Drow, Book 2)
    Starless Night

    I can find no answers in Mithril Hall . . . The apparent serenity of Drizzt Do'Urden, the brooding quiet, will show me nothing of the future designs of the drow. Yet, for the sake of my friends, I must know those dark intentions. And so I fear that there remains only one place for me to look . . . .

    The Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, must go back to find his friends in the gnome city of Blingdenstone, and on to Menzoberranzan, the city of drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall.

    He finds allies where he least expects them and enemies he thought long gone. His scimitars slash at monsters too evil to reside under the sunlight of the surface world, while his inner strength wrestles with the tumult of emotions assaulting the noble drow when he looks once more on his dreaded homeland. All the while Drizzt must fend off the weight of guilt he carries for a dear friend lost to him forever.
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  • Siege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3)

    R. A. Salvatore

    Siege of Darkness (Forgotten Realms: Legacy of the Drow, Book 3)
    "Let the damned drow come!"

    All about me I saw excitement, in the dwarves, in Catti-brie, even in Regis, the halfling known more for preparing lunch and nap than for war. I felt it, too. That tingling anticipation, that camaraderie that had me and all the others patting each other on the back, offering praises for the simplest of additions to the common defense, and raising our voices together in cheer whenever good news was announced. What was it? It was more than shared fear, more than giving thanks for what we had while realizing that it might soon be stolen away. I didn't understand it then, in that time of frenzy, in that euphoria of frantic preparations. Now, looking back, it is an easy thing to recognize.

    It was hope.
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  • Sea of Swords (Forgotten Realms: Paths of Darkness)

    R. A. Salvatore

    Sea of Swords (Forgotten Realms: Paths of Darkness)
    It is good to be home.It is good to hear the wind of Icewind Dale, to feel its invigorating bite, like some reminder that I am alive.

    The Dark Elf

    When the mark of the great warhammer Aegis-fang is found branded on the back of a vicious outlaw, Drizzt can no longer merely hope that Wulfgar is safe. The dark elf and his companions set out to find the barbarian once and for all. As they discover pieces of the puzzle their friend's life has become, Drizzt grows only more determined to locate him.

    The Barbarian

    As his friends search for him, Wulfgar sails with Captain Deudermont in search of the stolen Aegis-fang, now in the hands of the vile pirate Sheila Kree. But the pirate isn't willing to sit around waiting to be caught. She has other plans.

    Drizzt, Cattie-brie, Regis, Bruenor, and Wulfgar -- the Companions of the Hall -- come together for the first time since The Silent Blade in a reunion filled with discovery and adventure.

    The paperback version of a top-selling hardcover featuring the return of Drizzt Do'Urden, R.A. Salvatore's most popular character.
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  • Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement)

    Rob Heinsoo, Chris Sims, Eytan Bernstein, Greg Bilsland, Jesse Decker, N. Eric Heath, Peter Lee, Owen K.C. Stephens

    Monster Manual 2: A 4th Edition D&D Core Rulebook (D&D Supplement)
    Hundreds of old and new monsters for your 4th edition D&D(R) game!

    This core rulebook presents hundreds of monsters for your D&D campaign. Classic monsters such as centaurs and frost giants make their first 4th edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic levels.
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