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Brown - Players | Blue - Dungeon Masters | Green - Historical
Brown - PlayersThe Complete Fighter's Handbook (PHBR1)
"Who says fighters are the poor cousins of the AD&D game? No one will say it aloud after reading the Complete Fighter's Handbook; 128 pages of mind-expanding advice on how to make your fighter the leanest, meanest threshing machine for leagues around. New weapons, new proficiencies, new fighting styles, and "Fighter Kits" make this optional AD&D accessory a useful item for players and DMs."
1989 ... Aaron Allston ... 128 pages ... TSR 2110 ... ISBN 0880387793
The Complete Thief's Handbook (PHBR2)
"Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think again. The masters of skulking and skullduggery are a force to be reckoned with. Is anyone or anything safe from a person who might be anywhere, anytime? Learn the thief's most closely guarded secrets in this devious accessory for the AD&D game."
1989 ... John Nephew & Carl Sargent & Douglas Niles ... 128 pages ... TSR 2111 ... ISBN 0880387807
The Complete Priest's Handbook (PHBR3)
"Clerics have long been players' favorites, but now there are new priest characters for your gaming enjoyment! Within these pages are new rules for mythos-specific priests, guidelines for creating mythoi of your own, how-to's for making new priesthoods. Also here are new Priest Kits, so you can play a fighting monk, an amazon priestess, a savage priest, or even a peasant priest (among many others). All this and more is presented in these 128 pages, the newest accessory for players and DMs."
1990 ... 128 pages ... TSR 2113 ... ISBN 0880388188
The Complete Wizard's Handbook (PHBR4)
"If you thought all wizards were alike, think again! The masters of magic now have a new guide to creating more interesting and imaginative mages, just when you thought you had them "figured out." The Complete Wizard's Handbook will put a whole new twist on wizards from personality and dress codes to schools of magic and building that dream laboratory. Look out, world - you'll never look at a mage the same way again!"
1990 ... Rick Swan ... 128 pages ... TSR 2115 ... ISBN 0880388382
The Complete Psionics Handbook (PHBR5)
"Are you ready for the mind-blowing potential of the psyche? This handbook describes over 150 paranormal powers - telepathy, ESP, clairvoyance, psychokinesis, biofeedback, out-of-body travel - plus many amazing talents never before revealed. 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."
1991 ... Steve Winter ... 128 pages ... TSR 2117 ... ISBN 1560760540
The Complete Book of Dwarves (PHBR6)
"Battle axes and beards. Good companions when traveling underground. Handy with tools. If that was your view of dwarves, you need The Complete Book of Dwarves. Discover 24 new character kits, new weapons, and new possibilities, including six dwarf subraces, new proficiencies, strongholds, origin myths, and a look at dwarven personalities. After reading The Complete Book of Dwarves, you may still look down on these short folk...but only to see them!"
1991 ... Jim Bambra ... 128 pages ... TSR 2124 ... ISBN 1560761105
The Complete Bard's Handbook (PHBR7)
"Thief, musician, clown, actor, acrobat - just a partial list of the many twists on the bard class to be found in this book! Seventeen bard kits, multitudes of abilities and powers, new magical items, new proficiencies, rules for gaining patrons and followers, over 100 bardic instruments, and much more awaits you within. The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget."
1992 ... Blake Mobley ... 128 pages ... TSR 2127 ... ISBN 1560763604
The Complete Book of Elves (PHBR8)
"The glorious world of elvenkind shines from these pages! Detailed herein are their societies, rituals, and myths - and their physiology and psychology. Descriptions 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 though you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!"
1992 ... Colin McComb ... 128 pages ... TSR 2131 ... ISBN 1560763760
The Complete Book of Gnomes & Halflings (PHBR9)
"Clever illusionists and sly practical jokers. Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!"
1993 ... Douglas Niles ... 128 pages ... TSR 2134 ... ISBN 1560765739
The Complete Book of Humanoids (PHBR10)
"Look out, adventurers, they're here! This handbook describes in detail over 20 humanoid races that can be run as player characters - from mischevious pixies to stubborn minotaurs, from the lizardlike saurial to the savage half-ogre - and many more in between. In addition to many new character types, this handbook contains new proficiencies, humanoid kits, unusual equipment, and a few new surprises that will open worlds of adventure within any ongoing campaign. Move over, common adventurers, The Complete Book of Humanoids is here!"
1993 ... Bill Slavicsek ... 128 pages ... TSR 2135 ... ISBN 1560766115
The Complete Ranger's Handbook (PHBR11)
"Forest guardian, border runner, bounty hunter, and more - the full potential of the ranger class has never been plumbed. Until now. Come learn the innermost secrets of one of the most popular AD&D character classes. Details on every part of the Ranger's life, from allied forest brethren to unusual outdoor equipment. With 15 new and exciting character kits, this book is an information-packed accessory for the AD&D 2nd Edition Game. A special appendix gives the rules for the original AD&D ranger class."
1993 ... 128 pages ... TSR 2136 ... ISBN 1560766344
The Complete Paladin's Handbook
"In the fight against evil, the paladin stands as Good's supreme, undaunted champion. This 128-page accessory helps you play the noblest warriors of the AD&D game. Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer. The Complete Paladin's Handbook attends the world's finest heroes as they achieve their lofty ideals."
1994 ... 128 pages ... TSR 2146 ... ISBN 1560768452
The Complete Druid's Handbook
"Druids love forests, true - but they love the arctic tundra, tropical rain forests, broad savannas, and fungi caverns of the Underdark, too. 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!"
1994 ... David Pulver ... 128 pages ... TSR 2150 ... ISBN 156076886X
The Complete Barbarian's Handbook
"In savage wastes that would kill a civilized adventurer, the barbarian thrives. Marvel at the barbarian's mystic talismans, rough equipment, and uncanny survival proficiencies. Choose from new character kits like the forest lord, mage killer, dreamwalker, ravager, and the ever-popular brute. Is barbarism the natural state of humankind? The Complete Barbarian's Handbook can help you find out."
1995 ... 128 pages ... TSR 2148 ... ISBN 0786900903
The Complete Ninja's Handbook
"Superhuman feats of skill and daring are the stock in trade of the fearless warriors known as ninja. 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."
1995 ... 128 pages ... TSR 2155 ... ISBN 0786901594
Blue - Dungeon MastersCampaign Sourcebook and Catacomb Guide (DMGR1)
"Whether you're a novice DM getting ready to referee your first AD&D game or an old pro who's running an established campaign, there's something for you in the Campaign Sourcebook and Catacomb Guide. We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system."
1990 ... Paul Jaquays & William W. Connors ... 128 pages ... TSR 2112 ... ISBN 088038817X
The Castle Guide (DMGR2)
"Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book you'll find a wealth of information designed to allow any DM to create a campaign world based on feudal Europe. 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 Castle Guide is a must for any player or DM who's ever wanted to fight for a seat at the Round Table."
1990 ... Grant Boucher & Troy Christensen & Arthur Collins & Nigel Findley ... 128 pages ... TSR 2114 ... ISBN 0880388374
Arms and Equipment Guide (DMGR3)
"At one time or another, every Dungeon Master faces questions like, "What's the difference between banded mail and splint mail?" and "What do all these pole arms look like?" DMs and players alike will be thrilled to find answers to these and other equipment questions all in this book, the Arms and Equipment Guide. Lavishly illustrated, this book provides valuable descriptions and diagrams for a variety of armors, weapons, and barding, as well as important items of clothing and equipment. This is the essential volume for the well-equipped character!"
1991 ... 128 pages ... TSR 2123 ... ISBN 1560761091
Monster Mythology (DMGR4)
Monster Mythology books seem to have suffered a bad print run. See the photo over at our Games Gallery. I think all of the MM's I've seen look like that.
"Maglubiyet... Blibdoolpoolp... Diinkarazan... Panzuriel... Such names are whispered in the dark on the far side of midnight, or muttered fearfully around jugs of wine when old, scarred adventurers tell their tales. They are the unseen, unknown things worshipped by monsters and monstrosities. Learn all about the avatars and shamans of giants, goblins, the underdark, even illithids and beholders, in this expansion of the popular Legends & Lore."
1992 ... Carl Sargent ... 128 pages ... TSR 2128 ... ISBN 1560763620
Creative Campaigning (DMGR5)
"DM: 'OK, you're all sitting in the tavern when...'
Players: 'Oh no, not another tavern scenario! We're tired of those! We want something different!'
If this sounds like your latest gaming session, Creative Campaigning can help. This book is loaded with ideas and suggestions that will make even the most jaded players sit up and pay attention. Everything from alternate settings to variant rules to really strange adventures is included. Put your gaming back on track for outstanding heroic adventure!"
1993 ... 128 pages ... TSR 2133 ... ISBN 1560765615
The Complete Book of Villains
"There is no little enemy.
A paranoid warlord, a bitter drow priestess, a power-mad archmage, a sly dwarven assassin - not all the characters in the AD&D game went the way of the heroes. Villains - being dedicated to committing evil - are the most dangerous of all foes, and thus the most useful of all tools that a DUNGEON MASTER has to create a memorable campaign. This book presents the most complete guidelines ever offered on creating villains for role-playing games. Miss this advice at your own peril!"
1994 ... Kirk Botula ... 128 pages ... TSR 2144 ... ISBN 1560768371
The Complete Book of Necromancers
"'Come, let us explore the
art of necromancy together.'
- the arch-necromancer Kazerabet
Necromancers like Kazerabet and their priestly counterparts have mastered many dark, forbidden secrets. This tome reveals these mysteries to the Dungeon Master, who will find new NPC kits and volumes of necromancer's minions, familiars, secret societies, poisons, magical items, enchanted tomes, and dozens of new wizard and priest spells, plus the deadly Isle of the Necromancers, a portable setting which can be placed into any existing campaign."
1995 ... Steve Kurtz ... 128 pages ... TSR 2151 ... ISBN 0786901063
Sages & Specialists
"I wouldn't open that if I were you!
- last words heard by Gwelhyth the Impetuous
In the dangerous, fast-paced world of adventuring, knowledge means survival. In an age of legends, even the greatest heroes need technical advisors. Inside Sages & Specialists you'll find ten new NPC specialist classes - from apothecary to seer, from engineer to scribe - each with his own special talents and insights. In addition, this book contains a host of new rules that directly affect the lives of PCs everywhere. Add depth to your campaign with these unique and three-dimensional NPCs."
1996 ... Matt Forbeck ... 128 pages ... TSR 2164 ... ISBN 0786904100
Of Ships and the Sea
"Step lively, jackies! There's a beam wind and a race tide,
and the duke's treasure cog flying to lee!
- Bruis Blackheart, a notorious pirate, in a fine good humor.
The open sea, primal and unknown, beckons. Of Ships and the Sea is packed with information on the ships of the ADVANCED DUNGEONS & DRAGONS game, rules for sailing them to exotic lands, and two systems for conducting naval combat. The action extends below the waves, too, as this book also reveals the secrets of underwater adventuring and exploration - rules for traveling, fighting, and casting spells underwater, new spells, new magical items, and a new character kit, the fathomer. Dive into a whole new dimension of gaming!"
1997 ... Keith Francis Strohm ... 128 pages ... TSR 2170 ... ISBN 0786907061
Green - HistoricalVikings Campaign Sourcebook (HR1)
"'From the wrath of the Northmen,
O Lord, deliver us...'
Now you can take your campaign and player characters into the realms of the Northmen. This is no mere fantasy world - this sourcebook is set in the historical world of Viking legend. Included in this sourcebook are new character classes, new magic, new spells, new monsters, new treasures and the necessary background information on the life and times of the Vikings. Numerous floorplans and a full-color map of the Viking world give you a complete role-playing package."
1991 ... David "Zeb" Cook ... 96 pages + map ... TSR 9322 ... ISBN 1560761288
Charlemagne's Paladins Campaign Sourcebook (HR2)
"Charlemagne - conqueror, statesmen, lawmaker, the greatest medieval king of Europe. His reign lasted forty-four years, but his influence was felt for a thousand. From the chaos of the dark ages he forged a kingdom that rivaled Roman Byzantium in its power and prestige. Join the noblest heroes of the age - mighty Roland, Bradamant the warrior maiden, arch-bishop Turpin, and Malagigi the wizard - on royal quests and wars against the Lombards, Moors, Saxons, and Vikings. Find adventure at the dawn of chivalry!"
1992 ... Ken Rolston ... 96 pages + map ... TSR 9323 ... ISBN 1560763930
Celts Campaign Sourcebook (HR3)
"Celts - from these powerful barbarians who ruled Europe for centuries and challenged the might of Rome came the Druids, bards, and even the original legend of King Arthur. They ranged from Scotland to Greece and from Spain to Asia Minor, trading, raiding, and establishing a culture that is still alive today. Join mighty heros like the legendary Cu Chulainn or the woman-warrior Boudicca in wars against the Romans of the giant Fomorians, compete in feats of skills like chariot-jumping and spear-catching, or wander the half-world of the elflike sidhe. The battle frenzy is strong and the call to war rings clear!"
1992 ... Graeme Davis ... 96 pages + map ... TSR 9376 ... ISBN 1560763744
A Mighty Fortress Campaign Sourcebook (HR4)
"All for one, and one for all
From 1550 to 1650, Europe was torn apart by constant warfare. Social order collapsed under countless religious and civil wars. This was the age of Elizabeth, Francis Drake, Cromwell, Richelieu, D'artagnan and Captain Blood. Bold mercenaries carved kingdoms out of the chaos; inquisitions and witch hunts raged; brazen pirates plundered the Spanish Main. A Mighty Fortress blends the AD&D game with this swashbuckling era. Flourish a rapier, shoulder a musket, and step into the golden age of adventure!"
1992 ... Steve Winter ... 96 pages + map ... TSR 9370 ... ISBN 1560763728
The Glory of Rome Campaign Sourcebook (HR5)
"One-thousand years of history are woven around the story of Rome. With this AD&D game supplement, PCs can stand fast before a mass of charging Gauls with Julius Caesar, vie for the emperor's attention in the coliseum, bellow oratory in the senate, or dispense the pax romana to the ends of the earth in the name of emperor Hadrian. The Glory of Rome describes Roman character kits, magic, equipment, culture, and settings for exciting role-playing in Earth's past or in a Roman-style realm in any gaming world. Experience the grandeur that was Rome!"
1993 ... David Pulver ... 96 pages + map ... TSR 9425 ... ISBN 1560766735
Age of Heroes Campaign Sourcebook
"Their names were Achilles, Odysseus, Jason, Heracles, and Alexander. Their deeds pitted them against monsters, men, and the known world. They were Greeks, and theirs was the age of heroes. Age of Heroes transforms this epic time of myth and history into an exciting AD&D setting, with details on spells, magical items, new character kits, maps, pictures of ancient Greek life, and a starting adventure.
The challenge has gone out - let only the heroes heed the call."
1994 ... Nicky Rea ... 96 pages + map ... TSR 9408 ... ISBN 1560768142
The Crusades Campaign Sourcebook
"Nine hundred years ago, the Dark Ages ended. But a new and terrible age then began, one of brutality and heroism, terror and courage, glorious victory and disastrous defeat. Western Europe turned its eyes eastward toward the Holy Land, and moved to take it from the Saracens. But the forces of Islam would have none of this, and under the call of jihad they arose to meet the invaders.
The Crusades presents the land of Outremer as a powerful AD&D setting, with historical background, maps, new character kits, details on strange magic and fantastic beasts, and adventures. It is a violent and dangerous world, but one of promise and hope as well. Only the brave need come."
1994 ... Steve Kurtz ... 96 pages + fold-out map ... TSR 9469 ... ISBN 1560768584
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