The Art of the Dragonlance Saga


Margaret Weis - 1987
    This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS® game wanted more dragons." And more dragons they got. The prolific and extraordinarily popular writing duo of Margaret Weis and Tracy Hickman produced a veritable treasure trove of books telling of the heroic exploits and dastardly deeds of the denizens of their fantasy world. The Art of the Dragonlance Saga, long out of print, collects all the art from the novels, calendars, and game products that the God of Marketing created. This is an extremely rich collection, with sketches, paintings, drawings, and studies of beloved characters and settings. It is also full of artist's notes, character development, and explanations of the ways in which the books and the art coevolved. A must-have for Dragonlance fans, The Art of the Dragonlance Saga is also wonderful eye candy for all swords and sorcery fans. --Therese Littleton

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

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!

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.

World of Greyhawk (Advanced Dungeons & Dragons Boxed Set)


E. Gary Gygax - 1980
    Game elements include the gods of Greyhawk, the clash of political factions, and encounters in this wild land.

Complete Ninja's Handbook


Aaron Allston - 1995
    This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.

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.

Volo's Guide to Monsters


Wizards of the Coast - 2016
     - A deep dive into the lore behind some of D&D's most popular and iconic monsters - Dozens of monsters new to the fifth edition to include in your epic adventures - New playable races to allow you to build characters to fit nearly any type of story in your D&D game.The esteemed loremaster Volothamp Geddarm is back and he's written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn't believe Volo gets some of the important details quite right. Don't miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille. Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let's not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive.Research has never been so dangerous!

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!

The Ruins of Undermountain (Forgotten Realms)


Ed Greenwood - 1991
    It is the place where intrepid adventurers endeavor to become veterans, to win a place among the rich and famous - if they survive its depths. Enter an endless maze where waiting death bears a thousand faces and treasures lie hidden in a thousand places.It's just the setting for long-running, memorable, great AD&D game play, the perfect locale you'll never forget. So please, come in. Mind your step among the skulls. Oh, yes - good luck - you'll be needing it.The RUINS OF UNDERMOUNTAIN Campaign Set includes:* A 128-page book describing Undermountain, its history, its horrors, and details of the first three levels of the dungeon;* A 32-page adventure book for use exclusively with Undermountain and Waterdeep;* Four full-color maps of the vast and dangerous dungeon;* Eight Monstrous Compendium pages of new monsters; and* Eight durable cards loaded with traps, treasures, and trinkets to fill your dungeons.

Dungeon Master's Guide


Mike Mearls - 2014
     - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts. - Created as part of a massive public playtest involving more than 170,000 fans of the game.

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!

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.

Dungeons And Dragons Basic Set [Box Set]


John Eric Holmes - 1974
    Edited by Eric HolmesThis version of Basic Dungeons and Dragons (the cover reflects the 2nd printing of the "Holmes version" is the followup to the Orignial D&D sets.

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.