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| CORE |
| Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5) |
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| Writer: Various Publisher:
Wizards of the Coast |
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. 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 the fall of 2003 from Wizards of the Coast, Inc. |
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| Dungeon Master's Guide: Core Rulebook II (Dungeon & Dragons, Edition 3.5) |
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| Writer: Various Publisher:
Wizards of the Coast |
Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game.
The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line. |
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| Monster Manual: Core Rulebook III (Dungeons & Dragons, Edition 3.5) |
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| Writer: Various Publisher:
Wizards of the Coast |
Fearsome and formidable foes lurk within. Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.
Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised Monster Manual now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc. |
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| D&D Core Rulebook Gift Set, Version 3.5 |
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| Writer: Various Publisher:
Wizards of the Coast |
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This slip-covered gift set contains the three recently revised core rulebooks that are the foundation for the entire D&D¨ roleplaying game: the Player's Handbook v.3.5, Dungeon Master's Guide v.3.5, and Monster Manual v.3.5. This is the first time in the nearly 30-year history of the Dungeons & Dragons game that this type of boxed set has been available. The slipcase will feature original art. |
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| Monster Manual II |
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| Writer: Various Publisher:
Wizards of the Coast |
Even
Greater Threats Await!
As heroes grow in power, they seek out more formidable
adversaries. Whether sinister or seductive, ferocious or
foul, the creatures lurking within these pages will
challenge the most experienced characters of any
campaign.
This supplement for the D&D game unleashes a horde
of monsters to confront characters at all levels of
play, including several with Challenge Ratings of 21 or
higher. Inside are old favorites such as the death
knight and the gem dragons, as well as all-new creatures
such as the bronze serpent, the effigy, and the
fiendwurm. Along with updated and expanded monster
creation rules, Monster Manual II provides an
inexhaustible source of ways to keep even the toughest
heroes fighting and running for their lives.
To use this supplement, a Dungeon Master also needs the
Player's Handbook and the Dungeon Master's Guide. A
player needs only the Player's Handbook. |
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| Monster Manual III |
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| Writer: Various Publisher:
Wizards of the Coast |
An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons© game.
This supplement to the D&D game provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changes are meant to facilitate faster gameplay. There will also be details on how to include any creature in a Forgotten Realms© or Eberron campaign. |
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| Special Edition Player's Handbook |
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| Writer: Various Publisher:
Wizards of the Coast |
A deluxe, leatherbound version of the essential tool every D&D© player needs.
Since 2004 is the 30th anniversary of the Dungeons & Dragons game, Wizards of the Coast, Inc. is commemorating this milestone with a beautiful, special edition of the Player's Handbook. Created with the collector in mind, this special release now sports an embossed, leatherbound cover and premium, gilt-edged paper, along with beautifully designed endpapers. |
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| ADVENTURES |
| Into the Dragon's Lair |
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| Writer: Sean Reynolds
and Steve Miller Publisher:
Wizards of the Coast |
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The King lies dead after a terrible battle against an ancient and powerful dragon. Now treasure seekers gather across the land to find the lost hoard of the dead dragon. Whoever claims the treasure earns the crown of Cormyr! This treasure hunt is precisely the type of adventure that defines the Dungeons & Dragons(r) experience: heroic adversity against formidable foes with untold wealth awaiting the victors. |
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| Pool of Radiance: Attack on Myth Drannor |
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| Writer: Shawn Carnes Publisher:
Wizards of the Coast |
The Pool of Radiance: Attack on Myth Drannor adventure will give fans of the popular computer game a chance to continue their adventures using the Dungeons & Dragons(r) game.
Take the plunge and prepare yourself for the Third Edition Dungeons & Dragons adventure designed to take you even further into the dangers of fabled Myth Drannor. With the fate of a city hanging in the balance and an evil cult on the loose, there's plenty here to occupy a party for several adventures to come. |
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| The Sunless Citadel |
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| Writer: Bruce R. Cordell
Publisher:
Wizards of the Coast |
Evil grows beneath the earth
Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer -- some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned.
The Sunless Citadel is the first in a series of eight stand-alone adventures for the Dungeons & Dragons game. This carefully crafted adventure, designed to challenge 1st-level D&D heroes, follows a path to a mysterious dungeon where evil has taken root, and a terrible tree and its dark shepherd plot in darkness.
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| The Forge of Fury |
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| Writer: Bruce R. Cordell
Publisher:
Wizards of the Coast |
What waits in the ruined dwarf stronghold?
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
The Forge of Fury is the second in a series of eight stand-alone adventures for the Dungeons & Dragons game. It details Khundrukar's five extensive levels of fierce tribes, dangerous obstacles, diabolical traps, and monstrous creatures.
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| The Speaker in Dreams |
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| Writer: James Wyatt Publisher:
Wizards of the Coast |
Sinister forces terrorize a town
The town of Brindinford is in the midst of its annual streat fair. Joy and merriment abound -- until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition?
The Speaker in Dreams is third in a series of stand-alone adventures for the Dungeons & Dragons game. You're in for a wild ride in this river town. Leave the dungeon behind -- the terrors lurking in Brindinford are more challenging by far!
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| The Standing Stone |
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| Writer: John D. Rateliff
Publisher:
Wizards of the Coast |
Evil lurks in the forest
What terror stalks the villagers of Ossington? Who is the ghostly horseman haunting the road, stopping anyone from leaving? Why are the wild elves slaying villagers from afar with their deadly stone-tipped arrows? What lies buried in the old Great Barrow, and why is it stirring anew? What secret do the ancient standing stones surrounding the village hold, and can the heroes solve the mystery before a foul plot comes to fruition?
The Standing Stone is fourth in a series of stand-alone Dungeons & Dragons adventures for 7th-level D&D heroes. It presents a mystery for heroes to solve if they wish to save an isolated village from the dangers that threaten to overwhelm it.
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| Return to the Temple of Elemental Evil |
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| Writer: Monte Cook Publisher:
Wizards of the Coast |
The Temple of Elemental Evil is one of the most well-remembered adventure series from the early days of the Dungeons & Dragons roleplaying game. Now, veteran designer Monte Cook revisits this legendary setting in an all-new adventure written for the D&D(r) game. Players will enjoy countless hours of play as they race against an evil band of priests attempting to unleash the dark god upon the world.
"Return To" products are tremendously popular adventures that revisit the most infamous dungeons from the early days of the D&D game. Seasoned D&D veterans will enjoy the nostalgia of returning to the games they played years ago, while newer players will appreciate the chance to play in these legendary settings. |
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| Heart of Nightfang Spire |
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| Writer: Bruce R. Cordell
Publisher:
Wizards of the Coast |
From Temple to Tomb
Nightfang Spire has long brooded in lonely silence, shadowed within the walls of a steep defile. A tall stone column, it resembles nothing so much as an enormous fang of some vanished, mythical beast. Once, a fervent religious order thrived here--before its god was slain. Embracing that death, Nightfang Spire was transofrmed into a massive, hollow mortuary filled with the restless dead.
Heart of Nightfang Spire is a stand-alone adventure for the Dungeons & Dragons game. This adventure challenges 10th-level heroes who follow the rumor of a dragon's hoard to the imposing edifice known as Nightfang Spire. When they arrive, the truth about the place is revealed in all its awful clarity.
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| Deep Horizon |
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| Writer: Skip Williams Publisher:
Wizards of the Coast |
The Underdark Holds Many Secrets
A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadow darkness.
Deep Horizon is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 13th-level D&D characters, it presents a long-forgotten civilization for heroes to discover and save, if they can.
To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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| Lord of the Iron Fortress |
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| Writer: Andy Collins Publisher:
Wizards of the Coast |
Great Danger Wrought in Secrecy
Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan.
Lord of the Iron Fortress is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.
To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
Lord of the Iron Fortress is the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). Lord of the Iron Fortress contains an additional 16 pages of content for the same price as earlier adventures. |
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| Bastion of Broken Souls |
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| Writer: Bruce R. Cordell
Publisher:
Wizards of the Coast |
The Blood of Ancient Battles Rises
An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods.
Bastion of Broken Souls is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse.
To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
This adventure is the latest element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). Bastion of Broken Souls features an additional 16 pages of content for the same price as previous adventures. |
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| Ghostwalk |
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| Writer: Monte Cook and
Sean K. Reynolds Publisher:
Wizards of the Coast |
The city of Manifest rests atop ruins from ancient times and far above the entrance to the land of the dead. Here, the world of the living is shared equally with the deceased, who linger in physical form before finally passing through the Veil. Whether currently living or dead, residents and visitors are assured of an eternity of action and intrigue.
Ghostwalk contains everything needed to run a stand-alone campaign in and around the city of Manifest, or to integrate it into an existing world, including rules for playing ghost characters and advancing in the new eidolon and eidoloncer classes, several new prestige classes, over 70 new feats and 65 new spells, three complete adventures, four highly detailed encounter sites, and fourteen new monsters and templates.
To use this accessory, a Dungeon Master also needs the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. A player needs only the Player’s Handbook. |
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| GUIDEBOOKS
AND OTHER SOURCES (PART 1) |
| Arms and Equipment Guide |
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| Writer: Various Publisher:
Wizards of the Coast |
Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. 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. |
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| Hero Builder's Guidebook |
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| Writer: Various Publisher:
Wizards of the Coast |
Give your character every advantage.
When you sit down to create a character, let your mind do the work -- don't just leave it to the dice. The Hero Builder's Guidebook puts at your fingertops everything you need to know before your character's first adventure. With this book, you will:
Maximize your charactger's potential with step-by-step character advancement guides.
Create a compelling backstory for your characer, including family, friends, and enemies.
Pick from more than 70 variants to the class descriptions in the Player's Handbook.
Choose personality traits to bring your character to life at the gaming table.
Both players and Dungeon Masters benefit from the detailed character backgrounds in this book. |
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| Stronghold Builder's Guidebook |
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| Writer: Matt Forbeck
and David Noonan Publisher:
Wizards of the Coast |
Defenses Wrought of Mortar and Magic
Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. 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. |
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| Tome and Blood: A Guidebook to Wizards and Sorcerers |
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| Writer: Bruce R. Cordell
and Skip Williams Publisher:
Wizards of the Coast |
A Spell Is Better than a Thousand Words
Every mystic library reserves a place for this single potent volume of arcane lore. It's packed with ways to customize sorcerer and wizard characters, including:
New feats, spells, and magic items.
New prestige classes, including the dragon disciple, fatespinner, and pale master.
Information about special organizations such as the Broken Wands and the Arcane Order.
Maps of a mages' guildhall and a home that a sorcerer and a wizard share.
Tome and Blood is indispensable to players and Dungeon Masters who want to add a new dimension to sorcerers and wizards.
To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook. |
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| Sword and Fist: A Guidebook to Fighters and Monks |
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| Writer: Jason Carl Publisher:
Wizards of the Coast |
Combat isn't everything -- it's the only thing.
The masters of armed and unarmed combat, fighters and monks, come into their own in this book. It's packed with ways to customize fighter and monk characters, including:
New feats, prestige classes, weapons, and equipment
Information about special organizations such as the Red Avengers and the Knight Protectors
Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena
Indispensable to both players and Dungeons Masters, this book adds excitement to any campaign. |
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| Defenders of the Faith: A Guidebook to Clerics and Paladins |
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| Writer: Rich Redman
and James Wyatt Publisher:
Wizards of the Coast |
Divine dedication powers these crusaders.
This book spotlights the champions of deities in the D&D game, clerics and paladins. It's packed with ways to customize cleric and paladin characters, including:
New feats, prestige classes, weapons, and equipment.
More uses for turning checks, and new magic items and spells designed specially for clerics and paladins.
Information about special organizations such as the Laughing Knives and the Stargazers.
Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down.
Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign. |
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| Song and Silence: A Guidebook to Bards and Rogues |
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| Writer: John D. Rateliff
and David Noonan Publisher:
Wizards of the Coast |
Finesse and Versatility Make Powerful Allies
Bards and rogues rely on a stunning array of skills and abilities to give them an edge over any adversary. Packed with new ways to customize even the most artful characters this book includes:
New feats, prestige classes, weapons, spells, magic items, and equipment.
Complete guidelines for trapmaking, including 90 sample traps.
Descriptions of a wide range of thieves' guilds and bardic colleges.
Detailed rules for flanking opponents in combat.
Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages.
To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook. |
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| Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers |
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| Writer: David Eckelberry
and Mike Selinker Publisher:
Wizards of the Coast |
These Forces of Nature Can Weather Any Storm
Barbarians, druids, and rangers are the rugged and noble champions of untamed lands. This book teems with new ways to customize even the most seasoned characters, including:
New feats, weapons, spells, and magic items.
Improved, more detailed rules for the wild shape ability.
New prestige classes such as the frenzied berserker, the windrider, and the oozemaster.
A new type of magic item -- the infusion.
Dungeon Masters and players who want to add a new dimension to their barbarians, druids, and rangers will uncover a cache of indispensable material within these pages.
To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook. |
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