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Ancient Creatures of Legend
Endless tomes recount epic tales illuminating the might and majesty of dragons. Formidable allies and more fearsome opponents, no other creatures have ever inspired such awe and wonder. This lavishly illustrated supplement for the D&DĀ® game presents a comprehensive overview of the most evocative creatures in fantasy roleplaying. Along with the physiology, psychology, personality, and society of dragons, youāll discover statistics for all ten of the classic dragons at each of their twelve age categories. With new feats, spells,
magic items, and prestige classes for dragons, their allies, and those brave or foolish enough hunt them,Ā Draconomiconā¢: The Book of DragonsĀ also provides illustrated lairs for each of the classic dragons and rules for generating their all-important treasure hoards.
To use this supplement, a Dungeon Master also needs theĀ Playerās Handbook, Dungeon Masterās Guide,Ā andĀ Monster Manual. A player needs only theĀ Playerās Handbook.
Product History
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DraconomiconĀ (2003), developed by Andy Collins with Dawn Murin as Art Director, is one of the most beautiful D&D books ever released by Wizards of the Coast.Ā It makes strong use of art, and the original was constructed of premium materials (well, okay, we can't really say that for the PDF, but the scan is still superb.) With a cover by Todd Lockwood and interior art from 22 artists, this book provides players with rules, tactics, dragon-fighting advice and sample monsters for everything draconic.
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Dragon Physiology.Ā Usually, "Inside the Dragon's Eye" is a poetic label for a dungeon; not in this case. It's a rare book that has a section labeled "Major Internal Organs." TheĀ DraconomiconĀ starts by walking through the physical makeup of a dragon, from eyesight to cut-away views to breath weapon. Dragon aging and lifespans leads into a discussion of dragon senses and movement. Even the question "Why do dragons hoard treasure?" gets addressed.
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Tremendous Detail.Ā Each of the traditional dragon types are discussed in depth. Size and weight, personality, appearance, sensory identifiers, and habits are all laid out. I think what's surprising is that this makes for remarkably entertaining reading. It would have been easy for this text to become dry and pedantic, and it's a sign of good design and editing that this was avoided. An appendix even includes sample dragon hoards that are loaded down with plot hooks.
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Sorry about That, Players.Ā The DM section of the books discusses how to integrate dragons into your campaign as something other than just brute monsters. Advice on running a dragon encounter combines practical advice with new rules to confound and bedevil heroes. New draconic feats, spells, prestige classes and magic items help shake the expectations of any player who has memorized theĀ Monster Manual.
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Something for the Players.Ā If the book tells dragons how to kill players, it returns the favor in Chapter 3. Player tactics are presented alongside new feats, spells, prestige classes (albeit very specific ones), and magic items. This chapter also includes a section for including dragons in the party, either as player characters or as mounts.
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As an editorial aside, I'll mention that my game group in 1982Ā reallyĀ needed these rules after we tracked down and killed Tiamat. In Hell. At 9th level. Ahh, simpler times - but better late than never.
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New Monsters and Sample Dragons.Ā Want sample dragons of every type and age category, and mapped-out draconic lairs for every dragon type, and a multitude of richly illustrated draconic monsters? This is the right book. Dragon descriptions include basic personality and encounter notes, along with stat blocks that you can grab and use immediately.
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About the Creators.Ā Andy Collins joined Wizards of the Coast in 1996 and went on to become one of the architects of 4e D&D. His attention to detail here is the perfect match with Dawn Murin, a senior art director who first joined TSR as a graphic artist in 1992.