Wilderness Survival Guide


Kim Mohan - 1986
    Opportunities and challenges await characters brave enough and hardy enough to take on the biggest "monster" of all --the wilderness!

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.

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.

Sharn: City of Towers


Keith Baker - 2004
    The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.

Dungeon Master's Guide


David Zeb Cook - 1995
    All the information you need to create and run thrilling, swords-and sorcery adventures is clearly laid out in the "Dungeon Master Guide." Learn all there is to know about the magical spells, hundreds of magical spells, hundreds of magical devices and treasures, battles, travel, experience awards, and more. This fresh, new format is your guidebook to the challenging world of the AD&D Dungeon Master!Separate edition as previous AD&D 2nd edition as book has been revamped and updated with significant changes to structure and content.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, 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."

Monstrous Compendium Appendix


Allen Varney - 1994
    Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.

Dragonlance Campaign Setting


Margaret Weis - 2003
    Like those great champions, you will band together with brave companions to set forth on daring adventures. The tales of those bold deeds will become the newest legends in the world of Dragonlance. From Solamnic Knights and Dragon Riders to kender, tinker gnomes, and draconians, the rich tapestry of the Dragonlance world comes alive in this campaign setting for the Dungeons & Dragons roleplaying game. With historical content covering eras from the War of the Lance to the War of Souls, along with expanded rules for aerial combat, the "Dragonlance ""Campaign Setting "provides the charcter races, prestige classes, feats, spells, monsters, and maps you need to fully explore the world of Dragonlance.

Unearthed Arcana


E. Gary Gygax - 1985
    Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons.

Dungeoneer's Survival Guide


Douglas Niles - 1986
    Contains all-new information on combat, mining, underground civilizations,and much more!"...In the impenetrable darkness of the underearth, unimaginable terrors and uncountable treasures await."For beginners, advanced players and DMs, this book opens up grand new vistas in the realms of the underdark, that little-known region of dungeons and caverns far beneath the sunlit world of everyday existence.The worlds of subterranean adventure awaits!

Dragonlance: Adventures


Tracy Hickman - 1987
    The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons Accessory)


Jason Carl - 2001
    Contains prestige classes, feats, combat tactics, weapons, and a discussion of the role of fighters and monks in the campaign world.