WotC Spring 2009 Catalog

Continuing the catalog

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Dungeon Delve
A D&D Adventure by David Noonan and Bill Slavicsek
Dungeon Delve provides the DM withan array of small, easy-to-run dungeons each especially designed for a night of gaming.
This book is designed for groups looking for an exciting night of monster-slay9ngwithout the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or "delves," each one crafted for a few hours of game-play.
The book includes delves for 1st- to 3oth-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.

Key Selling Points
  • This book has encounters for all levels of characters, from 1st to 30th.
  • DMs can drop each of the mini-dungeons into their games at a moment's notice.
  • Based on the extremely popular "Delve" events held at gaming conventions.
  • Every delve is designed to use existing D&D Dungeon Tiles and D&D Miniatures.
Hardcover, 192 pages, $29.95
February 17, 2009

DU3 Caves of Carnage Dungeon Tiles
A D&D Accessory
This product gives Dungeon Masters an easy and inexpensive way to include great-looking terrain for their games. This set provides ready-to-use, configurable tiles with which to build exciting underground encounter scenes.
This accessory fo the Dungeons & Dragons Roleplaying Game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. These tiles feature twisting caverns that include underground rivers, chasms, treacherous rope bridges, and the aftermath of bloody battles.
$9.95
February 17, 2009

P3 Assault on Nightwyrm Fortress
A D&DAdventure by Bruce R. Cordell and Shawn Merwin
Assault on Nightwyrm Fortress is a D&D adventure designed to take characters from 17th to 21st level. In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter Shadowfell, where sinister echoes of life wing through eternal gloom.
This adventure can be run as a stand-alone dventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens, and continuing with P2 Demon Queen's Enclave that spans the paragon tier of gameplay.
96 pages, $24.95
March 17, 2009

Player's Handbook 2
A D&D Supplement by Rob Heinsoo and Mike Mearls
Player's Handbook 2 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 first Player's Handbook, adding both old favorites and new, never-before-seen options to the game.
The book adds a new poer source for 4th Edition D&D: classes using the new primal power source include the barbarian and the druid.

Key Selling Points
  • This book is aimed directly at players, helping them build more exciting and interesting characters.
  • The new classes in this book include some long-time favorites of D&D players, such as the barbarian, druid, and sorcerer.
  • The book features several new races, including the gnome, the half-orc, and the goliath.
Hardcover, 224 pages, $34.95
March 17, 2009

Legacy Era Campaign Guide A Star Wars Roleplaying Game Supplement by Rodney Thompson, Sterling Hershey, and Gary Astleford
The Empire rules the galaxy once more, this time under the control of the vile Darth Krayt, and resistance is crushed under the heels of Sith overlords. The Jedi are scattered and devastated, with only a handful remaining to resist the tyranny of the Sith. The Galactic Alliance fleet is but a shadow of its former self, struggling to stay hidden while engaging in hit-and-run attacks against the Empire.
This is theLegacy Era, set 130 years after the Battle of Yavin. This campaign guide gives players and Gamemasters the freedom to shape the Star Wars galaxy during an exciting period when no one is safe from evil. Players can join the struggling Alliance fleet, or fight for Roan Fel's Empire-in-exile. This book contains everything players need to create heroes that fit perfectly into the Legacy Era, while Gamemasters will find the book filled with allies, antagonists, starships, and plot hooks to create exciting adventures against the backdrop of a galaxy ruled by the Sith.
Hardcover, 224 pages, $39.95
March 17, 2009

E1 Death's Reach
A D&D Adventure by Bruce R. Cordell and Chris Sims
Death's Reach is a D&D adventure designed to take characters from 21st to 24th level. In this adventure, players learn the very foundation of reality is threatened by those seeking to usurp the powers of the gods of death. To prevent this cosmic coup, players must trace disruptions into the Shadowfell's timeless core, where all things find their end.
This adventure can be run as a stand-alone adventure or as Part One of a three-part series of adventures (beginning with this one) that spans the epic tier of gameplay.
96 pages, $24.95
April 21, 2009

Arcane Power
A D&D Supplement by Logan Bonner, Eytan Bernstein, and Peter Lee
Arcane Power isthe latest in a line of player-friendly supplements offering hundreds of new options for D&D Characters. This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on thier mastery of magic for survival.
This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.
Hardcover, 160 pages, $29.95
April 21, 2009

Player's Handbook 2 Power Cards
A D&D Accessory
Players using Player's Handbook 2 Power Cards don't need to crack open a rulebook every time they cast a spell - all the crucial information is right in front of their eyes.
Each and every class power appearing in Player's Handbook 2 has its own card. Simply select the cards for your character's powers and you're ready to play!
Each deck of 100 cards includes all the powers from Player's Handbook 2 for one of the eight classes featured in the book, plus a few blank cards for players to use for other powers.
$9.95
April 21, 2009

Miniatures

Imperial Entanglements
A Star Wars Miniatures Game Booster Pack
Imperial Entanglements focuses on the Rebellion Era and features characters from Star Wars Episode V: The Empire Strikes Back and Star Wars Episode VI:Return of the Jedi. This set also includes important figures from the Star Wars Expanded Universe.
The new set size of 40 miniatures will make collecting favorite chacters easier. 7 miniatures plus cards per pack.
$14.99
February 24, 2009

Feywild
A Dungeons & Dragons Miniatures Game Expansion
Primal fury erupts in a battle between the guardians of nature and those who would corrupt it!
Eight figures plus cards per pack.
$14.99
March 17, 2009

D&D Miniatures Game Starter Set
A Dungeons & Dragons Miniatures Game Product
The D&D Miniatures Game rules have been updated to facilitate faster, exciting gameplay. In addition, this new starter features blister packaging that showcases all five miniatures in the set.

Each starter contains:
  • 5 exclusive, non-random, pre-painted miniatures: Troll-King, Dragonborn Rogue, Gnoll Huntmaster, Halfling Cleric, and Woodland Defender.
  • 5 stat cards
  • 2 double-sided, illustrated battle grids
  • 1 damage counter sheet
  • 1 twenty-sided die (d20)
  • Rulebook
$14.99
March 17, 2009
 

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So the Arcane power book then pretty much confirms that the Bard is in the Players Handbok II (or some other supplement that occurs before it).

Maybe you super savvy folks already had confirmation from somewhere else, but that's new for me. It's also new that the sorcerer is a definite for the book (though I'd heard it rumored).

Cool. Just sad there's no monk or psionics for awhile.

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Thalmin, thanks for the news!

Interesting information.

I read the part on the PHB 2 and thought: "Oh, no Bard..." :(
Then I read the part on Arcane Power and thought "Ah, Bard!" :)

The story for the adventures so far seems interesting. E1 particulary appears to me as if the story fits the "Epic" Title: To prevent this cosmic coup, players must trace disruptions into the Shadowfell's timeless core, where all things find their end.

Hey, and that's just the start! ;)
 
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Dungeon Delve sounds like a great product. I was actually putting together something like that myself. I'm glad to see that WotC is putting one out!

PHB 2 and the Dungeon Tiles will also be must-buys for me. As for the adventures, it depends on the print quality and battle map contents/quality.
 


The cards will have to be pretty good for that product to spark any interest in me. I make mine on the cheap. Mine are pretty basic, but they don't use a ton of ink and they print directly to blank index cards that I get for a couple of cents each. Others have managed some pretty professional looking cards, though more expensive than mine to reproduce. (see my blog entry for mine)

Pretty much all of the rest of the D&D stuff is on my list, other than the adventures.
 

I seem to recall Spell Decks being sold for 2nd edition ADnD.

Does this make 2nd edition Magic as well?


To lessen confusion, It was I who claimed 'disgust', not tomBitonti.

Now technically, sure. I'll cede the point that, 10 bucks for 80 cards is not a horrible price. My disgust comes from the realization that the game was designed with this in mind. They have made D&D into a game that practically requires the use of minis and cards. Which convieniantly, oh look... they just happen to sell.

It's no longer D&D, it's fraking Magic: The Role Playing Game. :hmm:
 

So the Arcane power book then pretty much confirms that the Bard is in the Players Handbok II (or some other supplement that occurs before it).
Not necessarily. It could be "official" DDI-only. Which probably ticks some folks off like the Arcane book supporting an FR-only (book-wise).

Don't get me wrong. I like the look of Swordmage. I'm just a bit ticked that I'd have to drop $30 on a setting book (for a setting I seriously dislike) to make use of roughly 1/5 of the arcane book. Semi-requiring PHB2 is fair game, IMO. Doing the same with a setting book is a really crappy move -- one I'll forgive if the full version of the Swordmage is published on the DDI, though.
 

Does no one else think that power cards is a bit much? Who has room for that on the table? I've got a big-ass table, and no available real estate. Powers printed out on paper to go aloong with the character sheet, put in sheet protectors and marked as used or not in water-soluable ink is the way to go...a lot less expensive, too. And not very MtG like either, I guess :erm:.
 

In my own group, only half of us are using home-made power cards. Some of us feel they speed things up, some of us don't. Me, I don't think it makes a huge difference, as long as you have your powers summarized on something--a sheet of paper works just fine.
I agree. In fact, the only reason I'm considering using power cards in the game I play in is that our DM doesn't have a large table for us to sit at, so we're a bit cramped with five PCs - it's purely to save space. With power cards, I can have the major details on the character sheet visible and not have to constantly shuffle paper to get to the information on my character's powers.

In the game I run, though, we're all spread out over my living room and as the DM I have the whole kitchen table to use as a "workspace", so it's not a problem. Everyone else has plenty of room and table surfaces, though one of my players uses her laptop rather than a printed sheet.
 

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