On August 15, 2007, Wizards of the Coast created a countdown page for a product called 4dventure, suspending all other D&D articles on their site. Unlike 3rd edition, which had the core rulebooks released in monthly installments, the Player's Handbook, Monster Manual, and Dungeon Master's Guide were all released in June 2008.
Although many players chose to continue playing older editions, or other games such as Pathfinder, the initial print run of the 4th edition sold during preorders, and Wizards of the Coast announced a second print run prior to the game's official release. In December 2007, the book Wizards Presents: Races and Classes, the creation of 4th edition, was released. This was followed by a second book in January 2008 named Wizards Presents: Worlds and Monsters.
Unlike previous editions with just three core rulebooks, 4th edition core rules includes multiple volumes of the Player's Handbook, Dungeon Master's Guide, and Monster Manual that are released yearly, with each new book becoming a part of the core. They include core classes, races, monsters, powers, feats, paragon paths and epic destinies not present in the first Player's Handbook and Monster Manual
Into the Unknown: The Dungeon Survival Handbook is a guide for players and Dungeon Masters who want to play in a Dungeons & Dragons game that explores dungeons and plumbs the blackest reaches of the Underdark. Whether you’re a Dungeon Master seeking to create a fantastic location populated with beholders and mind flayers, or a player looking to equip your character with the means to fight such threats, this book is for you. Players will find an assortment of new powers, equipment, feats, character themes, and player races, including the kobold and the goblin. For Dungeon Masters, the book is a trove of dungeon-building advice and details, including lore on classic dungeon monsters, some quirky companions for adventurers, a few timeless treasures, and tips for incorporating players’ character themes into an adventure.
Halls of Undermountain presents a ready-to use dungeon detailing over eighty locations. The adventure offers a way for Dungeon Masters participating in the recent D&D Encounters season, The Elder Elemental Eye, to extend the adventure. In addition, this book provides all the ingredients to run a classic dungeon delve, including enticing treasures, deadly traps, a wide assortment of monsters, and two double-sided full-color poster maps.
An adventure for characters of 1st – 5th level.
Player’s Option: Heroes of the Feywild enables players to weave elements of the Feywild into their existing and future characters, in much the same way that Player’s Option: Heroes of Shadow gave players reasons to explore their characters’ dark connections to the Shadowfell.
This book contains exciting new character builds and options that are thematically rooted to the Feywild, a wild and verdant plane of arcane splendor, full of dangerous and whimsical creatures. Characters who trace their origins or backgrounds to the Feywild gain access to unique feats, powers, and mechanics. The book explores what makes fey-themed characters so fun and distinct.
This roleplaying game product is intended for Dungeon Masters looking to broaden their campaigns to include dark subject matter and truly evil threats. It features a detailed look at the nature of evil and the complex challenge of confronting the many dilemmas found within the deepest shadows.
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