Book picks similar to
The Drow of the Underdark by Ed Greenwood


rpg
fantasy
dungeons-and-dragons
forgotten-realms

Dungeon Master's Guide


Mike Mearls - 2014
     - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts. - Created as part of a massive public playtest involving more than 170,000 fans of the game.

Monster Manual III


Rich BurlewP. Nathan Toomey - 2003
    Describes the characteristics and attributes of a variety of monsters, zombies, demons, giants, werewolves, animals, and aliens for use in the Dungeons and Dragons game.

Arms and Equipment Guide


Eric Cagle - 2003
    The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

White Plume Mountain


Lawrence Schick - 1979
    WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Tome of Magic: Pact, Shadow, and Truename Magic


Matt Sernett - 2006
    These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.

Pathfinder Roleplaying Game: Bestiary


Jason BulmahnSean K. Reynolds - 2009
    Within this tome you'll find fire-breathing dragons and blood-drinking vampires, vile demons and shapechanging werewolves, sadistic goblins and lumbering giants, and so much more! Yet not all the creatures in this book are enemies, for some can serve lucky heroes as allies or advisors, be they summoned angels or capricious nymphs. And it doesn't stop there—with full rules for advancing monsters, adapting monsters to different roles, and designing your own unique creations, you'll never be without a band of hideous minions again!The Pathfinder RPG Bestiary is the must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary includes:- More than 350 different monsters.- Dozens of monstrous variants to modify creatures and keep players on their toesNumerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat.- Extensive rules for creating effective and balanced monsters.- Rules for advancing monsters by hit dice, template, or class level.- Universal monster rules to simplify special attacks, defenses, and qualities like breath weapons, damage reduction, and regeneration.- More than a dozen feats tailored especially for monsters.- Suggestions for monstrous cohorts.- Two dozen additional animal companions.- More than a dozen different wandering monster encounter tables.... and much, much more!Cover art by Wayne Reynolds

Complete Mage


Ari Marmell - 2006
    In addition to providing the definitive treatise on arcane magic, it expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. Herein you’ll find never-before-seen prestige classes, spells and invocations, magic items, alchemical items, heritage feats, and reserve feats (a new type of feat that grants special abilities to those who remain charged with magical power). Alternative class features give other character classes—from the barbarian to the rogue—a little taste of what it’s like to be an arcanist without sacrificing their core identities.

Deities and Demigods


Rich RedmanJeff Easley - 2002
    With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Savage Species: Playing Monstrous Characters (Dungeons & Dragons Supplement)


David Eckelberry - 2003
    Traveling alongside other intrepid characters, these heroic creatures carve their places in legend with sword, spell, tooth, and claw.This supplement for the D&D game provides everything you need to play a monster as a character or to make the monsters your heroes fight even more formidable. Inside are over 50 all-new monster classes that show how creatures develop their characteristics and abilities as they gain levels. Along with new prestige classes and monster templates, Savage Species also features new feats, spells, magic items, and more.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook and the Monster Manual.

Dungeon Master's Guide


Skip Williams - 2000
    Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.