The Lost Caverns Of Tsojcanth


E. Gary Gygax - 1976
    Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage - if you live!

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.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Dark Sun: Campaign Setting


Timothy B. Brown - 1991
    This box contains several booklets:Rules Book - 96 pagesThe Wanderer's Journal - 96 pagesthe adventure 'A Little Knowledge', consisting off:A Little Knowledge - 16 pages fiction written by Jerry OltionSpiral bound Dungeon Master's Book - 24 pagesSpiral bound Player's Aid Cards book - 24 pages

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Pathfinder Roleplaying Game Beginner Box


Jason Bulmahn - 2011
    Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!

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

Palace of the Silver Princess


Tom Moldvay - 1981
    

Curse of the Azure Bonds


Jeff Grubb - 1989
    

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)


Julia Martin - 1996
    Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find and some updated to conform with the current AD&D game rules. Faiths & Avatars includes: • All the greater, intermediate and lesser deities of the Faerûnian pantheon • The honored dead, including Bane, Bhaal, Moander, Myrkul and Leira, among others • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods • Color illustrations of priests from every faith in ceremonial dress • Four additional general priest classes now official to the Forgotten Realms campaign setting: crusaders, monks, mystics and shamans.

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

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 Seven Sisters: Forgotten Realms Accessory


Ed Greenwood - 1995
    Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor. The fifth is a leader of the Harpers and a legendary bard in her own right, and the sixth is a dead - perhaps undead - witch. And the seventh? She's the one who wild tales are whispered about all across Faerûn around many a fireside late at night.But who are they, really? Their very names conjure up romance, allure, and power - Storm Silverhand, the Simbul, High Lady Alustriel. Sages say they are among the Chosen of Mystara, archmages who wield magic few can dare to stand against. Yet these seven do not seek to rule the world, and they often stay quiet and hidden for generations.That hints at another thing. These seven seem immortal, never aging as the long years pass. Just who are these Seven Sisters, and what are their secrets?Read this tome, and learn what the Zhentarim, the Red Wizards of Thay, and the Cult of the Dragon could not, despite performing many fell deeds in the attempt. Learn the stories of these great ladies, and their aims and strivings - and browse among over a hundred new and spectacular spells! Dungeon Masters and players alike will find this volume an essential sourcebook of Realmslore, and a handy guide to archsorceresses peerless in power.

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)