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...

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.

Critical Role: Vox Machina Origins III #1


Jody Houser - 2021
    After paying off their debt to Drez Vina, Vox Machina enjoy a week in Westruun's lap of luxury. But that costs coin, which has a bad habit of running out. So to keep themselves in the black (and the taverns, and the brothels) they agree to join an underground fighting ring. But before they can bash their way to cash, their attention is snagged by the case of a missing child. Prepare to jump back into the fray with series III of Critical Role: Vox Machina Origins, from the New York Times bestselling team of Jody Houser (Orphan Black, Stranger Things), Olivia Samson, MSASSYK (Isola, Gotham Academy), and Ariana Maher (James Bond, Xena)!

Rise of the Dungeon Master: Gary Gygax and the Creation of D&D


David Kushner - 2017
    Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.

Dungeon Master's Guide Rules Supplement: The Castle Guide


Grant Boucher - 1990
    Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.

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.

Sword Play


Clayton Emery - 1996
    Only in the mighty, magical empire of Netheril are men a force to be reckoned with.Bored and haughty in his midair castle, the Netherese mage Candlemas bets fellow wizard Sysquemalyn that a certain barbarian who has caught his eye can survive the most savage tests his friend -- and deadly rival -- can devise. The only rule: The tests must offer the subject some chance to survive, however slight.Of course, "playing fair" is a concept as alien to the wizards of Netheril as "mercy."But the subject of their wager, Sunbright Steelshanks of the Rengarth Tribe, has a mind -- and a will -- of his own. And Candlemas and Sysquemalyn are not the only players in this lethal game of swords and sorcery...

Kothar: Barbarian Swordsman


Gardner F. Fox - 1969
    From out of the deepest, most violent recesses of mankind's collective memory, Kothar the gigantic barbarian strides, the enchanted sword Frostfire glittering in his mighty hand. Lusty, hot-blooded, masterful, unafraid of things real or unreal, Kothar dominates the misty, bloody world before recorded time. Yet, though Kothar's world existed in another age--perhaps another dimension--it springs vividly to life. Mapped, charted, chronicled, Kothar's fantastic world suddenly becomes real--the sorcerers, dragons, witches, evil potions, unspeakable monsters. And Kothar, an epic hero for any age, overshadows everything.Includes the stories:"The Sword of the Sorcerer""The Treasure in the Labyrinth""The Woman in the Witch-Wood"with an introduction by Donald MacIvers, Ph.D.

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.

Player's Option: Skills & Powers


Dale Donovan - 1995
    Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!

In Search of the Unknown


Mike Carr - 1979
    Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.

The War of the Lance (Dragonlance TSR)


Margaret Weis - 2004
    The War of the Lance contains a number of short stories by popular Dragonlance authors as well as two stories by Weis and Hickman.

Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)


Bruce R. CordellVance Kovacs - 2003
    In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Monstrous Manual


Doug Stewart - 1993
    This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.

The Legend of Drizzt: The Collected Stories


R.A. Salvatore - 2011
    Collected here for the first time are all the classic stories—and one all new tale—by The New York Times best-selling author R.A. Salvatore!From the startling origin of Drizzt’s panther companion, to the tale of Jarlaxle and Entreri’s first encounter with the dragon sisters, the tales in The Collected Stories enrich this epic series, and many are available here for the first time in years.