Book picks similar to
Dragon Of Doom by Rose Estes


fantasy
endless-quest
gamebooks
dungeons-and-dragons

Secret of the Knights


Jim Gasperini - 1984
    You must prove yourself in a duel with quarterstaves, but you've never used them before.You can try to defend yourself or escape through the angry crowd. Your decision can lead you to safety or leave you stranded in time!ARE YOU READY TO FACE THE DANGER?

Flight from the Dark


Joe Dever - 1984
    In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. You swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully - for they can help you succeed in the most fantastic and terrifying journey of your life. The LONE WOLF adventures are a unique interactive fantasy series - each episode can be played separately or you can combine them all to create a fantastic role-playing epic.

The Cleric Quintet Collector's Edition


R.A. Salvatore - 1991
    A. Salvatore's beloved Cleric Quintet novels, now in a trade paperback.R.A. Salvatore's Cleric Quintet tells the story of the scholar-priest Cadderly, plucked from the halls of the Edificant Library to fulfill a heroic quest: to stop the chaos curse unleashed upon Faerun.This one-volume collection includes all five of the original Cleric Quintet novels--Canticle, In Sylvan Shadows, Night Masks, The Fallen Fortress, and The Chaos Curse--complete and unabridged, with an introduction by the author. The Cleric Quintet is the prequel to R.A. Salvatore's best-selling novel, The Ghost King.

Kindred Spirits


Mark Anthony - 1991
    There he meets Tanis, a thoughtful youth born of a tragic union between elf and man. Tanis and Flint, each a misfit in his own way, find themselves unlikely friends. But a pompous elf lord is mysteriously slain, and another elf soon meets the same fate. Tanis stands accused, and if his innocence cannot be proven, the half-elf will be banished forever. Solving the mystery will be a perilous task. Time is on the murder's side, and he is not finished yet.

Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement


Mike Mearls - 2010
    Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dwarves, eladrin, elves, halflings, and humans.

Dragons of the Dwarven Depths


Margaret Weis - 2006
    For a time, they are safe, but the forces of the Dragon Army are in pursuit.As Tanis and Flint seek out a haven in the dwarven kingdom of Thorbardin, the rest of the companions face their own challenges. Raistlin is strangely drawn to the haunted fortress known as Skullcap. Sturm seeks the legendary Hammer of Kharas, the forging tool of the fabled dragonlances, while Tika Waylan must make a perilous journey to rescue those she loves from certain death.

Monstrous Compendium: Volume One


David Zeb Cook - 1989
    Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compenium Volumes Two and Three!

Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter Set


James Wyatt - 2010
    Learning the game has never been so easy! Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3. Game components: • 32-page book for players, with rules for character creation and a solo adventure• 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content• 2 sheets of die-cut tokens for characters and monsters• Cardstock character sheets and power cards• Double-sided dungeon map• 6 polyhedral dice

Escape (Choose Your Own Adventure, #20)


R.A. Montgomery - 1983
    CIVIL WARS AND FOREIGN ATTACKS HAVE SPLIT THE U.S. INTO THREE HOSTILE POLITICAL AREAS. CAN YOU MAKE IT HOME FROM YOUR SECRET MISSION IN TIME TO HELP? A once-proud country governed by freedom is torn apart. One section, Dorado, dominates the others with harsh police-state tactics. You are from Turtalia, a new democracy, and you are returning there with important information about Doradan's plans to invade. Two others, Matt and Mimla, join you in escaping to Turtalia. The Doradan underground has helped the three of you get as far as Albuquerque, but now you are on your own. They?re closing in on us, Matt says tensely. I can feel it. There is no sign of the Secret Police on the horizon; but you know they could appear at any moment. They are relentless killers. If you decide to follow Matt's suggestion to return to town to avoid capture, turn to page 10. YOU choose what happens next!

Player's Handbook: Core Rulebook 1


Jonathan Tweet - 2000
    Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc. Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com ReviewThe Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.

Legacy of Wolves


Marsheila Rockwell - 2007
    Both the Church and the Crown send in agents to investigate. But when the body count continues to rise, these rival factions will have to learn to work together to track down the killers -- even if it means hunting through the highest reaches of power.

The Third Planet from Altair (Choose Your Own Adventure, #7)


Edward Packard - 1979
    You descend to a strange world of deserted cities, glowing caves and man-eating plants. You are here to find the source of the mysterious signals being transmitted to earth. Depending on how you decide to go about your search, you could be captured by alien beings, flung millions of years into the future through a time warp, or you could witness the creation of the universe.

Darkness and Light


Paul B. Thompson - 1989
    Sturm Brightblade, a warrior whose honor is his life, and Kitiara, a passionate woman of uncertain loyalties, travel north in search of Sturm's long-lost father.Before they reach their destination, a band of gnomes begs for their help. But nothing with gnomes ever goes as planned. The two adventurers are soon thrown into a perilous adventure that will take them beyond the realms of Ansalon, through love and hate, to darkness and light.

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.

Spirit Gate


Kate Elliott - 2006
    From the first page readers will be swept up in the story of Mai and Captain Anji, as they become unwitting players in a conflict that began many years earlier, and which will shake the foundations of their land.For hundreds of years the Guardians have ruled the world of the Hundred, but these powerful gods no longer exert their will on the world. Only the reeves, who patrol on enormous eagles, still represent the Guardians' power. And the reeves are losing their authority; for there is a dark shadow across the land that not even the reeves can stop.A group of fanatics has risen to devour villages, towns, and cities in their drive to annihilate all who oppose them. No one knows who leads them; they seem inhumanly cruel and powerful. Mai and Anji, riding with a company of dedicated warriors and a single reeve who may hold a key to stopping the deadly advance of the devouring horde, must try, or the world will be lost to the carnage. But a young woman sworn to the Goddess may prove more important than them all . . . if they are not too late.A haunting tale of people swept up by the chaos of war, this is superlative fantasy adventure, rich in texture, filled with color and excitement, masterfully crafted by a brilliantly gifted storyteller.