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Dungeons
& Dragons: Sunless Citadel A once-proud fortress fell beneath the earth in an age long past. Renamed the Sunless Citadel, its broken halls are home to nefarious races and malign creatures. This is the first of eight adventures strategically designed to highlight the new Third Edition Dungeons & Dragons rules. As the first adventure in the series, The Sunless Citadel will set the stage for years of game adventures to follow. |
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Dungeons & Dragons: Hero Builders Guidebook 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 |
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Dungeons
& Dragons: Gazetteer The Dungeons & Dragons world is a world of magic, a world of mystery, a world of fantastic adventure -- all a backdrop for your own adventures. Inside is everything you need to launch your own version of the first campaign world, including: A full-color map of the land of the Flanaess, also showing the continentes and seas of the planet Oerth. A short history of the land. Descriptions of 60 countries, ready for adventure |
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Dungeons
& Dragons: Living Greyhawk Gazetteer This comprehensive sourcebook contains everything you need to get started in the RPGA Network's exciting Living Greyhawk shared world campaign. Inside you'll find descriptions of dozens of nations and scores of deities, as well as hundreds of adventure hooks to get heores immersed in the dangers of the world. In the Living Greyhawk campaign, you determine the fate of the Flanaess. It's your world! |
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Dungeons
& Dragons: Sword & Fist Guide to Monks & Fighters The masters of armed and unarmed combat, fighters and monks, come into their own in this book. 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. |
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Dungeons
& Dragons: Speaker In Dreams |
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Dungeons
& Dragons: Forgotten Realms: Campaign This book contains: A new full-color poster map of Faerûn. * Dozens of new races, feats, and prestige classes for your characters. * The Faerûnian pantheon, including over 100 deities and powers. * Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign. The Forgotten Realms Campaign Setting is fully updated and redesigned for the new edition of the D&D game. To make full use of this book, you also need the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. |
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Dungeons
& Dragons Standing Stone 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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Dungeons
& Dragons: Defenders Of The Faith This i'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 |
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Dungeons
& Dragons: Tome & Blood Guide Wizards & Sorcerers This book is 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. |
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Dungeons
& Dragons: Heart of Nightfang Spire 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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Dungeons
& Dragons: Manual Of The Planes This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs the PH. |
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Dungeons
& Dragons: Enemies And Allies This book i's packed with powerful spellcasters, devious mobsters, and deadly monsters galore, including: * Statistics for powerful and unusual nonplayer characters you can drop into your own campaign. * Ready-to-run minions, guards, and thugs useful in dungeons, cities, or wherever your adventures take you. * Full descriptions of the D&D characters from the Player's Handbook--the characters that the designers use to test new monsters and adventures for the D&D game. |
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Dungeons
& Dragons: Deep Horizon 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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Dungeons
& Dragons: Song & Silence - A Guide to Bards & Rogues
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. |
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