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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Friday, July 25, 2008)
By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $5.70.
There are some available for $4.50.
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5 comments about Fane of the Forgotten Gods: Dungeon Tiles (D&D Accessory).
- I was really looking forward to ripping open my two sets of Fane of the Forgotten Gods D&D Dungeon Tile sets. The Dire Tomb sets really re-invigorated my love for Dungeon Tiles after the disappointing Underdark set. Every time I built a dungeon using Dire Tombs I was able to use just about every single piece in the set. I built some multi-floor ziggurat-style dungeons that were large and expansive and a lot of fun.
After opening up one of my two sets of Forgotten Gods, throwing them out on a table, and spending about an hour of trying to build a decent dungeon out of them, I have to say I am disappointed with Fane of the Forgotten Gods.
First, there aren't nearly enough big room pieces. A good set, like Dire Tombs, included three double-sided 8x8 pieces. A good dungeon needs some nice big rooms. Instead, with Forgotten Gods, we only get two and two sides of them aren't rooms but overland buildings. One of them is a stable. A stable! What Forgotten God came from a stable?
Because only two of the five sheets included large rooms, there is an abundance of smaller flavor pieces. I always have a hard time with the flavor pieces. I really don't want single square pieces. I much prefer larger 2x4 pieces with alters or 2x2 flaming cauldron pieces. There are a few nice 4x4 pieces in Forgotten Gods including some sort of sphere of soul catching. There's also some good statue pieces. Overall, however, there are way too many small pieces.
Another complaint I have is the abundance of odd-shaped pieces. There are four corner pieces and a whole bunch of 45 degree aligned pieces. These are extremely difficult to place within a room or line up to any of the other hallways.
I know the Dungeon Tile designers want to make these sets flexible but that flexibility comes at a high cost of usability. I'd much rather have a set with six to eight room pieces (four double sided rooms) and a smaller amount of flavor pieces. Dire Tombs really had the perfect mix of large rooms, good hallways, and nice usable smaller flavor pieces.
I really can't get over that stable. I think I have a stable just like it with the overland dungeon tile set from a while back. Why not have a circular room or some other oddly shaped rooms?
I hope future sets take the approach taken with Dire Tombs and less like Forgotten Gods and the Underdark sets. It shouldn't take a mix of multiple sets to make a good six-room dungeon.
I really like the D&D Dungeon Tile sets now that I figured out the best way to use them. However, sets like Forgotten Gods are disappointing. I hope the designers go back to sets like Dire Tombs and avoid the abundance of smaller pieces over larger room pieces.
Though disappointed with Fane of the Forgotten Gods, I look forward to the next release.
- I have collected all of the Dungeon Tile sets that Wizards has put out. They are a great aid to the game since they help the DM lay out the adventure better and they greatly aid the players in getting true perspective on the areas. I have given these sets 5 stars in the past but have to give this one a 4. The reason is that after several sets they really should be trying for something different. With 4th Edition D & D at the printer, a wider variety of tiles would help round out the game before the big release in June. Aside from a few triangular rooms and odd shaped hallways, there is really nothing new here. Still very much worth the price but they should really endeavor to vary their products.
- This was my first set of Dungeon Tiles, and will not be my last. The tiles themselves are very sturdy, so they should last a long time. Since the battle grid is pre-printed on each one, they are ready to play out of the pack. Using these tiles takes about the same amount of time as drawing a dungeon outline on a dry erase board, but they look much better. Plus, no messy erasing! Just pick up the tiles as the players move on, and reuse them for new rooms. The art on the tiles is cool, matching up with the theme of the set.
For gamers that do not play D&D, these tiles are still useful for any game that uses a 1" grid.
- Another useful tool in the DM's toolbox. These tiles are nice to have to populate your vanilla dungeon. That said, we've already had crypts and corridors. My next wish is to have more variety of outdoor tiles.
- I'm happy with this product, though it's not quite as good as some of Wizards' other Dungeon Tiles releases. As always, the tiles themselves are sturdy and attractive, and I very much enjoyed the new temple-themed tiles in this set. "Fane of the Forgotten Gods" provides more 45-degree angle pieces than any previous set, so if you're trying to build odd-shaped rooms and corridors, "Fane" may give you just what you want. On the other hand, you will probably find it difficult to build an entire dungeon out of just "Fane" pieces, so you should consider this an add-on product rather than a stand-alone set of tiles.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Steve Jackson. By Steve Jackson Games.
The regular list price is $24.95.
Sells new for $13.39.
There are some available for $14.08.
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5 comments about Munchkin.
- I purchased the starter pack for Munchkin at a local gameshop after hearing about it online and from friends. My husband and I enjoy MMORPG's and he plays D&D & The Game of Thrones card game. I have never really gotten into the typical non computer role-playing games like D&D or card games like Magic. I decided to try this out so we could start gaming together at the game shop. We first tried it out this weekend and it was actually a lot of fun! With 2 people it's not as interesting as it would be with the recommended 3-6 players but even so, we had a lot of fun playing together! I am looking forward to playing with more people and I can't wait to get the other expansions! I would recommend this for ages 10 and up and adults. Some of the game play is confusing at first but after playing 2 rounds I got the hang of it. I am going to buy the next 2 expansions right now!
- I never got into the D&D games. This game was a satire on that genre. If you aren't a fan of this world then this game is okay. With all the backstabbing which is part of the fun, this game can go on and on and on and on. Also, it really would not be fun to play with just two people. Need a larger crowd for it to be more enjoyable.
- This is an easy, introduction to role-playing games. A game can be completed in a couple of hours, so it's not as completely time-consuming as true role-playing games. The monsters and weapons are hilarious.
- A very fun game for a group who's willing to let their dork hair down.
- I've never played Dungeons & Dragons (which this game is a satire on), but I am a huge fan of board games and card games. Munchkin is a great game for 3 or more people who don't mind being geeks for a few hours. The game combines a heavy dose of D&D satire, witty puns, pop culture, and mild adult humor. The object of the game is to outfit your character with an arsenal of unusual weapons, items, and abilities in order to slay monsters and gain levels. Your friends are doing the same, and you can benefit from both helping and hindering them. The rules can be a little daunting at first, but players pick it up quickly. Plus, all of the cards have explanations on them. With the exception of "The Need for Steed", the expansions add a great amount of variety to the cards without making the game longer or more complicated. "The Need for Steed" does add a small amount of complexity to the game, but does not make the game longer to play. Although playing with 2 players is technically possible, it is a very different experience and does not compare to playing with 3 or more players.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Matthew Sernett and Jeff Grubb and Mike McArtor. By Wizards of the Coast.
The regular list price is $39.95.
Sells new for $19.94.
There are some available for $19.97.
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5 comments about Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- I have been playing D&D for most of my life and i have never found a book that i like as much as this one. i carry it with me to every game. this book collects spells from almost every source possible (dragon magazine, the wizards of the coast website, and past books) and puts them all in one place without the bull. i don;t feel like wizards of the coast is trying to scam me for any money like i do when i purchase some of their other books, this is a serious tool to DMs, Wizards, Sorcerors, Rangers, Clerics, Paladins, Bards.... pretty much everyone except fighters and barabarians will find this book useful at one point or another.
- The best 3.5-D&D spells from WotC (the official publisher) collected in a single book with the quality they usually bring to us.
With this book and the core Player's Handbook, you'll have all the official spells of the game, including from the "Complete..." handbook lin.
Really useful if you don't want thousands of reference books.
- This book was the 6th D&D book I purchased for our group. As I did not have access to the vast majority of various other books, from which these spells are taken, the book was a 'bargain' for me. It is also a shrewd purchase for gamers who are less interested in the flavor of some Wizards books and just want the game info. There is no page index for the book but the back of the book lists the new spells by class & level. Virtually the entirety of the book is the spells listed in detail alphabetically so the lack of pin-point page citation is not a big deal.
The only complaint I have with the product is minor. They renamed some spells (primarily took out the 'Bigby', 'Mordenkein' etc). As an original matter having simpler spell names is probably a good idea, but to change them in a spell supplement is just a hassle for those gamers who want to go to a specific location for a spell. This change is only asking for compatibility trouble and confusion. The spell name changes are listed in the book.
- Few of Wizards of the Coast (WotC)'s books are worth the cover price (over-inflated due to glossy full-color pages - even on almost entirely B&W books (such as this one)) and this is no exception. However, what this book has going for it is a ton of new magic spells.
There are all sorts of spells for the D&D game in this book and most work flawlessly into almost any and every style of play without any concern or specific review by the GM at all. There's little to cause a game to become unbalanced in this book (a nice change from some of the books WotC was putting out at the time this came out).
The only significant drawback to this book is that it lacks the spells of the Player's Handbook and Campaign Setting rulebooks. It would have been nice if the book included all the spells from such books (at least the "SRD" (System Reference Document) spell materials) so that the "compendium" book would have been more complete and allowed for new ideas and avenues of magical ability into any D&D game a little more easily. The lack of some of these means this is another book you'll want to carry around (instead of replacing one, two, or more books you will have to carry around) with you.
- The Spell Compendium contains a wealth of new spells and spell ideas for any of your spellcasting characters. Some of these do edge towards the overpowered, while some go the opposite way, but regardless, they offer some special variety and uniqueness for your spellcaster to take advantage of. Many of them have appeared in one form or another in numerous modules or other sources. Now they are collected for easy reference. Some are certainly great utility spells that have been missing since 2nd edition. I even found one that was very similar to a spell I once created from scratch for a campaign I was in that I felt my character needed as part of a divinatory/investigative tool (Object Read).
Also, the collected listing of Domains, their powers and spells is a welcome addition. So if you are looking for some potentially signature spell or style that will set your spellcaster apart from the usual, or want to throw something totally unexpected at your party of adventurers, this book may have it.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Rodney Thompson. By Wizards of the Coast.
The regular list price is $12.95.
Sells new for $7.08.
There are some available for $6.25.
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2 comments about Star Wars Gamemaster Screen (Star Wars Accessory).
- Starting with the bad: The lack of a chart listing damage dice for common weapons is a major oversight, particularly considering that the climb and persuasion skills each get their own table here, not to mention two entire tables devoted to how hard it is to break various objects.
I give it points for being a sturdier GM screen than I expected, being made of much thicker cardstock than most screens I've used. I also like that it is shorter than most other screens, making it both easier to peek over and not being an intimidating "wall" between you and your players. The art on the front of the screen is attractive, and the whole thing has a kind of glossy laminate that will help stand up to wear.
I would like to give it three-and-a-half stars, but three isn't quite fair.
- This installment of the Star Wars GM Screen has great photos and art work but still delivers the information needed to run a game session with minimul book, rule checking.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Rodney Thompson and Eric Cagle and Gary Astleford and Robert J. Schwalb and John Snead and Patrick Stutzman. By Wizards of the Coast.
The regular list price is $34.95.
Sells new for $18.50.
There are some available for $20.53.
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5 comments about Threats of the Galaxy (Star Wars Accessory).
- Highly recommended for GMs. Although players can get a little bit of use out of this book, it will be more of a tool for GMs.
- Threats of the galaxy is a great collection of information for both villian and hero NPC characters for all eras of the Star Wars galaxy.For the Saga edition of the role playing game.
- I've just started playing star wars TRPG and this book is very usefull for those starting out.
- This book, Threats of the Galaxy, is a great addition to the Saga edition game. It provides over 100 stock characters, a couple of new character trees and a couple of vehicles. So, is this product for the just gamer who is always a character and never a GM, probably not. Because it is for the most part characters, the everyday player won't find much use out of it.
- I'm a fan of both the Star Wars Saga Edition, and the new 4th Edition of Dungeons and Dragons. I picked up the new 4th Ed material including the Monster Manual (MM) before picking up Threats of the Galaxy (TotG, a Star Wars "Monster Manual"). Unfortunately, the quality of the two could not be further apart. While I understand the intent of the authors of TotG, I certainly feel that they could've borrowed much more heavily from the style and layout that the MM offers to the GM. The layout isn't nearly as tight, and the lack of pictures for the NPCs is glaring when put side by side. The way the MM displays each race, giving you information and tactics for every iteration of that monster really helps the GM in crafting tactical, intelligent, believable enemy NPCs. TotG does none of this.
TotG also intersperses actual game mechanics throughout the NPC entries, instead of compiling this into a "New Game Mechanics" section at the end. This requires the reader to hunt and peck throughout the whole book to find that game mechanic that now wants to be used. Bad layout! What makes this most frustrating is that since the book was released in May of '08, the authors must have had access to what was being produced for 4th Edition, and could've seen the improved layout and incorporated it into their product. Either this is a horrible lack of communication, or a horrible oversight of WotC's product management. I'm obviously not suggesting that they should've updated Saga Edition to 4th Edition, but layout and tactics is not a 4th Edition game mechanic. It's just good sense.
While I plan on using TotG as a reference, I am certainly going to have the MM right next to it, trying to cross-reference Star Wars NPCs with similar monster tactics and powers in the MM. It's a pain for the GM that the TotG authors could have alleviated by taking a look around at the new direction RPGs at WotC are taking.
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Posted in Role Playing Games (Friday, July 25, 2008)
By Wizards of the Coast.
The regular list price is $12.95.
Sells new for $6.67.
There are some available for $10.01.
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No comments about Dungeons & Dragons Premium Dice (D&D Accessory).
Posted in Role Playing Games (Friday, July 25, 2008)
By Wizards of the Coast.
The regular list price is $29.95.
Sells new for $13.88.
There are some available for $10.24.
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5 comments about Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- Pros
* Increased detail in the Adventure's section. Encounter charts, for example.
* The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies.
* Epic Level rules, while simple, open up characters above 20th level to other game designers.
* Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products.
* Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well.
* Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved.
Cons
I have nothing bad to say about this book.
- My boyfriend's birthday was coming up and instead of just getting him a steak dinner and some electronic device, I decided to get him something that was a little more exciting. DM's Guide. He wants to start a game this summer and this is a must so I bought him a couple books and we are on our way. Nothing says I love you and I want to be with you a long time than a Dungeons & Dragons book.
(plus it arrived the next day -it was great)
- Everything was here faster than all other orders and in great shape!!!
- This is a great supplement for the DM. It gives you loads of great information in a clear manner. I really like the way this book is organised, it is quite intuitive. The re-vamp of Magic Items is a great improvement, as well as the introduction of Prestige Classes. My group LOVES prestige classes, maybe a little too much!
Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.
- Of the three core rulebooks to receive an update in 2003, the Dungeon Master's Guide serves as the best argument that the 3rd edition needed a revision. The original guide, while containing some useful DMing advice, was poorly laid out and contained very little useful information to people who had experienced role-playing games before (and, for that matter, not enough useful information to people who hadn't). This revision, while far from perfect, is a definite upgrade from the original. The layout is more coherent, the chapter on world-building is specifically quite useful, and a number of useful variant and expanded rules are scattered throughout the book. Here you'll find details of other planes of existence, of new magic items, and of rules for epic-level characters, just for starters. Additionally, there's plenty of good advice for novice and experienced DMs alike, as well as a number of side bars that not only explain why a certain rule is written the way it is, but variants to expand the game beyond its core confines.
Not all of the book is a welcome update, however. The epic-level rules are very limited, and require the use of the Epic Level Handbook to really be useful. The NPCs section has become more generic and therefore less useful to someone who needs a quick character on the fly. Finally, while the manifold of character options discussed are useful, most of the prestige classes that have been added in the revision are dull a flavorless, mostly serving only as a poor fix to the multiclassing rules. In the case of the epic rules and prestige classes, it's a no-harm, no-foul situation; those rules weren't in the original version, and therefore are by default an added perk of the revision. In the case of the NPCs section, the revision actually made things worse, not better.
Nonetheless, the 3.5 revision of the Dungeon Master's Guide makes this version of the guide the best one that we've seen in almost 30 years. Barring the original DM's Guide by Gary Gygax, which is famous as a role-playing bible regardless of the actual edition played, this version of the book provides the most comprehensive breakdown of what it means to be a Dungeon Master and how you can improve your games for everyone. Even if you still hold a grudge against Wizards of the Coast for their poor decision to revise the rules so quickly after the release of a new edition, this version of the Dungeon Master's Guide is such an improvement over the last that it is worth a look.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Wizards Team. By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $5.73.
There are some available for $5.46.
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5 comments about Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement).
- I had steered clear of these because I envisioned them to be like the thin tiles in the DMG. However, after reading the other review (thanks Scott Stokes :)) I decided to buy the first set. After opening the first set, I ordered the other two immediately. I haven't used them yet, because my group is off for a couple weeks but I'm sure they'll be a hit. They are very thick and durable. I would definitely recommend them to any DM who wants to add a little realism to their battles/minis.
- If you use miniatures, then you probably own a set or two. These are durable tiles that are fairly universal for dungeon settings. Buy two or three sets if you need to expand. I like 'em and you can't beat the price.
- These tiles come in handy for any dungeon. To make them long lasting and to protect from spills just mount a sheet of glass on 4 supports over the tiles and you won't have to worry about stains or the tiles being knocked out of place.
- After reading the other reviews of these tiles, I was expecting something pretty good, but when I saw them I was still blown away. These tiles are such good quality that I would recommend them to anyone. These will get a lot of use for sure!
- If you liked the inital release of the dungeon tiles, this second set makes a good addition to give you increased flexibility. With that said, I find nothing in the set that really WOWs me.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by James Wyatt. By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $4.04.
There are some available for $5.62.
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2 comments about Lost Caverns of the Underdark: Dungeon Tiles 5 (Dungeons & Dragons).
- Not every encounter occurs in a manufactured dungeon or crypt... what about natural caves? This product provides the tiles for those encounters... and they fit nicely with previous tile sets as well! My game player's were pleasently surprised when I brought out these tiles... they added a wonderful new flavour to the game.
- ... if, that is, you want to set a role-playing adventure or miniatures skirmish in a cavern complex. As with all of WotC's Dungeon Tiles line, the tiles are make of sturdy material like that used for board game boards, and the artwork is very attractive. Thus far, "Lost Caverns of the Underdark" is the only WotC Dungeon Tiles release that actually specializes in caverns, though some of the flavor pieces from other sets can be used in the caverns with little difficulty. You get ordinary cavern floors as well as pits, columns, pools, and other such hazards. I recommend this product.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Bruce R. Cordell. By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $5.29.
There are some available for $5.27.
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5 comments about Ruins of the Wild: Dungeon Tiles 4 (Dungeons & Dragons Fantasy Roleplaying Accessory).
- Possibly my most used tiles now. I have all 4 sets and by far I needed the outdoors tiles the most. Great style and like always very durable. It's hard to spend 10$ and get something as useful for any D20 game.
- Adventures take place on the way to the dungeon and back as well as inside it. these tiles come in handy for outdoor ambushes and encounters.
- I hate these sealed package products, especially when you can't find what you're buying. This is for all you other folks like me.
What you get in this pack are six double-sided pages of thick cardstock with a plasticy finish. No adventures or anything else--just map bits. Some of them are cut into 2x4" or 2-8" strips, with other bits that have groups of boulders or other terrain on them. The idea is to mix and match them Tetris-style to make a variety of maps. Presumably you could also use them with another forest map, but the thick stiff cardstock makes it so they wouldn't blend well--it's really thick. You could still make color copies of them though, cut out the bits you want, and keep the originals pristine for future use.
Another problem is that about half the cards are dominated by pretty exotic stuff that would be less useful for general purposes: an 8x8 circle of druid stones, hunting lodge floorplan, campsite or big round room filled with hay and bones. The campsite is alright, but the others are way too specific for my preference--determining the adventures you can do rather than giving you tools to run the adventure you want. Now there's still plenty of good stuff. Just about everything that is strange or difficult to use has some perfectly normal foresty grassland on the opposite side--and there's enough variety to the cards that you could just lay down the forest tiles, rotate and swap them periodically and you'd be fine. There are a couple of strange ones that would be a little tough to use in a normal game, like a gargoyle statue, a graveyard, a gypsy wagon, a giant's thighbone, scattered adventuring gear, a full giant's skeleton, a wrecked wagon, and...horses?? More of them are perfectly good and useable than that are odd, however.
One big advantage of the cards is that because they're in peices you can move characters along, laying cards down in the direction they move and pulling away ones where they've been. Especially if you buy a few of the same pack of map bits you could fill a full table with forest terrain and flip some cards over and switch them around and the characters could explore forever. It's a novel idea and I like it.
It really is a lot better than I was expecting. Certainly my first review of them was a bit unfair. I actually hadn't turned the tiles over to see that they were printed on both sides. Yeah, that made a difference. Boy, do I feel kinda' dumb.
- Good, solid tiles. Bought them for my husband for a stocking stuffer gift. He loves all of these tile packs, and make for easy detailed map addtions without drawing scribbles on your battle mat and having to explain they're trees. Stairs? there ya go. This set even comes with horses on 10x10 squares, perfect for standing your D&D mini on to make him or her mounted. This is a great series, and I highly recommend them.
- This is a great product. The heavy, coated cardstock really makes it easy to pick up the tiles. I use the Ruins of the Wild quite often in my D&D games. My only complaint is that we need more variety. I hope they make a second set with more wilderness tiles.
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Fane of the Forgotten Gods: Dungeon Tiles (D&D Accessory)
Munchkin
Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Star Wars Gamemaster Screen (Star Wars Accessory)
Threats of the Galaxy (Star Wars Accessory)
Dungeons & Dragons Premium Dice (D&D Accessory)
Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement)
Lost Caverns of the Underdark: Dungeon Tiles 5 (Dungeons & Dragons)
Ruins of the Wild: Dungeon Tiles 4 (Dungeons & Dragons Fantasy Roleplaying Accessory)
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