Book picks similar to
Monstrous Compendium: Volume One by David Zeb Cook
rpg
fantasy
rpgs
dungeons-and-dragons
The Complete Book of Gnomes & Halflings
Douglas Niles - 1993
Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!
The Complete Book of Humanoids
Bill Slavicsek - 1993
Following on the success of the handbooks dealing with elves, gnomes, and dwarves, it provides all the information necessary to play intelligent humanoid creatures as PC's. Illustrations, many in color.
The Complete Druid's Handbook
David L. Pulver - 1994
This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!
Player's Option: Spells and Magic (Advanced Dungeons & Dragons, First Printing, Rulebook/2163)
Richard Baker - 1995
Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!
Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide
Paul Jaquays - 1990
We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.
The Drow of the Underdark
Ed Greenwood - 1991
From the caverns of Menzoberranzan, where the drow ranger Drizzt was born, to the deepest corners of the Underdark, the drow rule the dark with strange weapons, exotic spells, and terrible monsters. Features include details on dark elf society, religion, and history; new spells and magical items; and a selection of monsters native to the Underdark.
The Complete Ranger's Handbook
Rick Swan - 1993
Until now. Come learn the innermost secrets of one of the most popular AD&D character classes. Details on every part of the Ranger's life, from allied forest brethren to unusual outdoor equipment. With 15 new and exciting character kits, this book is an information-packed accessory for the AD&D 2nd Edition Game. A special appendix gives the rules for the original AD&D ranger class.
Spelljammer: Adventures in Space
Jeff Grubb - 1989
The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances between planets. Graceful elven flitters, stately illithid galleys, deadly beholder tyrants, and the awesome Spelljammer itself carry trade, emissaries, and heroic action throughout all the worlds of the AD&D game.
The Complete Book of Elves
Colin McComb - 1993
Description of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items. Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!
The Complete Bard's Handbook
Blake Mobley - 1992
The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.
Castle Amber (Château d' Amberville)
Tom Moldvay - 1981
you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?