| | Immortals Rules, Dungeon and Dragons Fantasy Role-Playing Game Set 5 |  | Authors: Gary Gygax, Frank Mentzer Publisher: TSR Category: Book
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Avg. Customer Rating: 2 reviews Sales Rank: 1514963
Media: Hardcover Number Of Items: 1
ISBN: 0880383410 EAN: 9780880383417 ASIN: 0880383410
Publication Date: June 1986 Availability: Usually ships in 1-2 business days Condition: NO BOX. Both booklets: Players Guide to Immortals & DM's Guide. Both have moderate wear, would make great working copies. Reference Guide still attached to DM booklet.;1986;TSR 1017;TSR Hobbies, Inc.;0880383410;INTERNATIONAL CUSTOMERS, this item ships by USPS Air Mail/Global Priority Mail.
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Unearthly D&D Gaming July 10, 2006 4 out of 4 found this review helpful
The Immortals set offers a chance for characters that have done everything and have reached the ceiling of level-limitations (36th in the D&D) to carry on adventuring even longer. With this set the PCs leave behind their mortal shells to become beings of pure power--an immortal (or god, but the D&D game always had shied away from such concepts). A character's class in his mortal life dictates what sphere of power they follow, be it the sphere of time, thought, energy, or matter. These immortal beings possess great power that is regulated in game terms by Power Costs (PP) score. Immortals are immune to attacks from mortal beings so long as they will it so. However, immortals simply do not sit back and destroy mortal creatures all day, they have other immortal beings and creatures to battle.
A list of bizarre creatures, like the blackball, notion, and baak, are given for a DM to pit against his players' characters. Also included, interestingly enough, are demons--in fact the demons listed in the AD&D Monster Manual, including the princes Orcus and Demogorgon. However, these demons are extremely powerful (the "Screamer" demon, the equivalent of the Type I demon (Vrock), is 26 Hit Dice). Magic resistance for monsters is also introduced (called "anti-magic"). Finally, there is a bibliography that includes source material, reference material, and suggested fiction reading lists.
The Immortals set is unlike anything produced for D&D. It essentially allows one to play superheroes like those that populate the Marvel universe, yet in more or a fantastic, mythological setting. The idea of the outer planes and its inhabitants presented in this work are truly bizarre for a D&D campaign.
A successful Immortals campaign requires a Dungeon Master that possesses a great imagination and the will to tell his players "no, you can't do that." Otherwise play is apt to devolve into nothing more than a dull gladiatorial arena with the immortal players pitted against powerful monsters. That the PCs will be residing on other planes, yet traveling to countless Prime Material worlds is this game's greatest strength and its greatest weakness. Such a campaign is so far a radical departure from the typical D&D fair that it is likely that most D&D gamers will not ever explore the Immortals set. But, it's nice to see something different.
Sheer innovation revitalizes any high-level campaign May 2, 2000 2 out of 3 found this review helpful
This is the most innovative, ambitious rules set ever put out by TSR - this isn't a set detailing the Gods. This is a set detailing how YOU can turn your 36th-level player characters into the Immortals themselves! Rules include - apotheosis (attaining divinity), godly powers, belief systems, epic quests, and the amazing monsters, artifacts, and realms of magic that the most powerful of all creatures use as their deadly proving grounds... an intense, evocative set of rules that will leave you amazed by its ambition and depth.
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