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last updated 11/21/2009
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Lot of 8 3rd Edition & 3.5 Edition Dragon Magazines NEW


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Item Price/Item Quantity
Lot of 8 3rd Edition & 3.5 Edition Dragon Magazines NEW $26.62

This lot includes 8 NEW Dragon Magazines for Dungeons & Dragons 3rd Edition and 3.5 Edition:

  • Dragon Magazine #292 Wild PCs (February 2002)
    • "Arcane Lore: Rune-Skulls of the Abbor-Alz," pp. 46-50. New druid spells from the age of dinosaurs.
    • "Bad Seeds: 12 Reasons Not to Go into the Forest Alone," pp. 76-82. New plant monsters.
    • "Bazaar of the Bizarre: ‘Neath Xarcallon’s Fane," pp. 68-72. Demons make the best magic weapons.
    • "Cities of the Ages: Edo," pp. 60-64. 17th-century Tokyo.
    • "Class Acts: The Darkwood Stalker," pp. 58-59. A prestige class for elves who hate orcs.
    • "DM’s Toolbox: Campaign Newsletters," pp. 116-117.
    • "Dungeoncraft: Raiders of the Lost World, Part III," pp. 118-120. More NPCs for the Lost World.
    • "Elminster’s Guide to the Realms: The Sleeping Dragon," pp. 88-91. An interesting rock in the Evermoors of Faerûn’s Sword Coast North.
    • "Enchiridon the Fiend Sage: Blood Golems of Hextor," pp. 96-99. Living Greyhawk.
    • "Lords of the Lost Vale," pp. 36-43. Four new PC races: the saurials.
    • "Miscellaneous Mishaps: Watery Graves," pp. 74-75. Sea encounters.
    • "Outlanders: Barbaric Class Combinations," pp. 30-34. New approaches to the class and the kind of cultures that could create it. Includes the Sea Wolf (barbarian/rogue) and Silverhoof (barbarian/ranger).
    • "Playing Pieces: Heroes and Villains of the Flanaess," pp. 100-102. Living Greyhawk. Includes Eramhah Swiftwind (Drd8), Keldrin Thade (Rgr8/Wiz1/Arc4).
    • "Stone, Road, and Tusk: Three Unusual Woodland Prestige Classes," pp. 52-57. The dwarven cave stalker, the orcish fiend binder, and the halfling prairie runner.
  • Dragon Magazine #293 Monsters with Class (March 2002)
    • "The Bestiary: Howls of Nature’s Wrath," by Eric Cagle, pp. 78-83. Six deadly wolves: thunder wolf, mist wolf, sea wolf, shard wolf, magma wolf, and cloud wolf.
    • "Campaigning with Class," by Andy Collins, pp. 66-70. Pick a perfect prestige class for any campaign. Includes 20 d20 questions to determine if a prestige class suits your campaign.
    • "Class Acts: The Nightsong Enforcer," by Monte Cook, pp. 84-85.
    • "Countrycraft," by Ray Winninger, pp. 40-50. Realms rules -- the largest Dungeoncraft ever!
    • "DM’s Toolbox: Creating a Campaign Website," pp. 110-112.
    • "The Elemental Planetouched," by Sean K. Reynolds, pp. 56-64. The secret life of the genasi. Using genasi in your campaign.
    • "Elminster’s Guide to the Realms: The Missing Minotaur," by Ed Greenwood, pp. 74-77. A new tavern in western Everlund.
    • "Monsters with Class," by Rich Redman, pp. 52-55. 356+ monster ECLs turn the MM into the PHB.
    • "Places of Mystery," by Gary Holian, pp. 88-91. Living Greyhawk. Explore the ruins of Spinecastle and the ancient Flan enclave of Veraclos.
    • "Small Gods," pp. 28-32. Rethink religion with these diminished deities.
    • "A Splintered Sun," pp. 92-96. Living Greyhawk. Meet the Glaves of Azharadian, a knighthood that serves as the backbone of Onnwal’s struggles against the Scarlet Brotherhood.
    • "TV Structure," by Robin D. Laws, pp. 34-38. Think like a TV series to make your games more interesting.
  • Dragon Magazine #294 Vehicle Rules (April 2002)
    • "Adding Insult to Injury," pp. 58-62. Wisecracks are no joking matter. Includes new feats based on Wit.
    • "Artifacts of Oerth," pp. 92-97. Instruments of the gods. Major artifacts and how to use them in a Greyhawk campaign.
    • "Bazaar of the Bizarre: Relics of the Faith," pp. 74-79. Specific magic items for the gods of Greyhawk.
    • "Bazaar of the Truly Bizarre: Rummage Sale," pp. 80-82. Humorous items that are balanced for regular play.
    • "Beings of Power: Four Gods of Greyhawk," pp. 27-33. Provides Deities & Demigods stats for Iuz, Pholtus, Rao, and Tharizdun. Also includes the Madness and Force domains and new spells.
    • "Class Acts: The Nightsong Infiltrator," pp. 66-67. Experts in breaking into "secure" areas, the nightsong infiltrator is the perfect thief and the perfect spy.
    • "Elminster's Guide to the Realms: The Leaning Tree," pp. 70-73. A trailside camp near Spiderhaunt Wood.
    • "Faiths of Faerûn: The Green Hunter," pp. 68-69. A secretive group operating in the jungles of Chult.
    • "The Play's the Thing: There and Back Again," pp. 102-103. Keeping a log to help you remember.
    • "Ramming Speed," pp. 34-51. Vehicle combat rules.
    • "Silicon Sorcery," pp. 104-106. Spells from Nightcaster and magic items from Neverwinter Nights.
    • "The Windsinger," pp. 52-53. A sailor who can conjure the winds.
    • "Words to Live By," pp. 54-57. Catchphrases to distinguish your PCs.
  • Dragon Magazine #296 Living Greyhawk Index (June 2002)
    • "The Bestiary: Wurms of the Far Reaches," pp. 78-84. Includes stats on new draconic creatures.
    • "Class Acts: Acolytes of the Fist," pp. 72-73. Monks who take what they want.
    • "Dragon Hunters: Four Foolhardy Prestige Classes," pp. 28-36. The dragonscribe, knight of the scale, heartseekers, and vengeance sworn.
    • "Elminster's Guide to the Realms: Starfall Pool," pp. 74-77. Located north of Silverymoon.
    • "Epic Level Countdown: Epic Monsters," pp. 20-22. Stats for the Thorciasid.
    • "Guild Secrets," pp. 54-59. Using and designing guilds, secret societies, and cults. Includes a created guild, the League of Scrolls, a semi-secretive order of sages, librarians, talespinners, and loremasters.
    • "Killer Communication Problems," pp. 104-105.
    • "Killing Campaign Stoppers," pp. 106-108.
    • "Living Greyhawk Gazetteer Index," pp. 88-98. Your roadmap to the most comprehensive Greyhawk sourcebook ever published.
    • "Wing, Fang, and Spell: Notes for Dragon Hunters," pp. 38-43. Information on a dragon's senses. Includes stats for 2 dragons: Munwithurix, a female young adult black dragon, and Kallionastiryne, a female adult green dragon. All includes a prestige classes for dragons: the dragon mystic.
    • "Worshipers of the Forbidden," pp. 46-52. Monster cultist prestige classes, including sphere minion (beholder worshipers), illithidkin (illithid worshipers), snake servants (medusa worshipers), and waker of the beast (tarrasque worshipers).
  • Dragon Magazine #307 Campaign in George R.R. Martin's world of Westeros (May 2003)
    • "DM's Toolbox: Monster PCs," pp. 102-107. What do you do when your player wants to play a troll?
    • "Elminster's Guide to the Realms: The Haunted Bridge," pp. 56-59. Located north of Westbridge and south of Triboar is a bridge that sometimes talks.
    • "Good Monster Cultists," pp. 70-76. Cultists for unicorns, couatls, dryads, and lillends.
    • "Heroes of Cormyr," pp. 46-54. Battlepriests, council mages, noble adventurers, moon drovers, and the royal scouts.
    • "House Rules: Racial Interactions," p. 18. What if dwarves are distrusted? Or elves?
    • "Monsters in the Alley," pp. 28-36. They lurk in the dark, they stalk through the city, and their favorite snacks are player characters. Includes stats for the dweomervore, splinterwaif, trap haunt, and wilora.
    • "Open Skies," pp. 21-26. The Silver Strike Guild brings aerial adventure to your campaign.
    • "The Play's the Thing: Power Plays," pp. 108-109. Move and spell combos.
    • "Revision Update," pp. 60-63. Changes to harm, hold person, haste, and polymorph other.
    • "Risen Dead II," pp. 38-45. More undead templates for bodaks, ghouls, ghasts, and scions of Kyuss.
    • "Westeros Campaign Introduction," pp. 78-80. History and roleplaying in the world of Westeros, the setting of George R.R. Martin's The Song of Fire and Ice series.
    • "Westeros: The Ice Wall Campaign," pp. 82-87. Battle barbaric tribesmen and horrific undead alongside the men of the Night's Watch.
    • "Westeros: A Clash of Kings," pp. 88-96. Political intrigue knows no home like King's Landing, the most dangerous city in Westeros.
  • Dragon Magazine #309 Githyanki Incursion (July 2003)
    • "3.5 Update: Character Conversions," pp. 14-21. How to update your characters to 3.5.
    • "The Art of D&D," pp. 38-43. Apply Sun Tzu's strategies to your game.
    • "A Brief History of War," pp. 22-23, with sidebars on "Warfare through the Ages" continuing pp. 26-68.
    • "Beasts of the Battlefield," pp. 26-33. War constructs and creatures: crawling slaughter (CR 8), death hurler (CR 11), golem swarm (CR 9), guardian steed (CR 3), wardrake (CR 9).
    • "Incursion: A World Under Siege," pp. 71-79. The githyanki are invading your game. Learn the lich-queen's plan.
    • "Incursion: The Incursion Begins," pp. 81-86. Troubles that first come as single scouts soon return as full battalions. See what trouble your low-level characters can get into.
    • "Incursion: On the March," pp. 89-95. Dragon-riding githyanki and flying ships of astral steel flood the skies. Check out what you need to know for mid-level play in the "Incursion" campaign.
    • "Incursion: The Beginning of the End," pp. 97-102. The fate of the world hinges on your high-level characters' actions. Learn how to use what time you have left well.
    • "Incursion: Fighting the Githyanki," pp. 104-110. Tactics, feats, and magic to help you defend your world.
    • "New Martial Arts Styles," pp. 62-68. A how-to guide to create martial arts styles.
    • "Paragons of War: The Ecology of the Hobgoblin," pp. 52-61. "Shut Up and Roll," pp. 34-37. 15 ways to speed up combat. "War Spells," pp. 44-51. Unleash arcane armageddon.
  • Dragon Magazine #317 Exotic Heroes (March 2004)
    • "Beasts of the Sun: Central American Monsters," pp. 62-67. The cipactli (world lizard, CR 20), the chaneque (mischievous earth sprites, CR 2), quinametin (titans, CR 1), thunder (elemental air spirits, CR 6), xilob (giants, CR 8), and xtabay (foul hags, CR 3).
    • "Body of Knowledge: Feeling It in the Bones," pp. 50-57. Three new prestige classes: the osteomancer, the flux adept, and the cerebrex.
    • "Class Acts: The Ranger Knight of Furyondy," pp. 68-69. Greyhawk. Bringing the battle to the Empire of Iuz.
    • "Countdown to Eberron: Races of the New World," pp. 16-21. Introducing three new races: the changelings, the kalashtar, and the shifters.
    • "Dungeoncraft: Into the Wild," pp. 96-98. Designing wilderness adventures.
    • "Expanded Psionics Preview #3: Psionic Power," pp. 88-90. New psionic powers and ways to use them.
    • "Faiths of Faerûn: Battleguard of Tempus," pp. 76-78. Soldier-saints of the lord of battle, a new prestige class.
    • "Faiths of Faerûn: Holy Strategists of the Red Knights," pp. 80-83. The clergy of the Red Knight.
    • "Magic's High Notes: 9 Magical Instruments," pp. 59-61.
    • "The Play's the Thing: Running a Non-Iconic Party, Part 1," pp. 92-94. How to adventure without fighters and rogues.
    • "Silicon Sorcery: D&D Heroes Magic, Monsters, and Mayhem," pp. 70-75. New spells, including circle of cold (Sor/Wiz 4), icy sphere (Sor/Wiz 5), sticks to snakes (Clr 3, Drd 3), and vampiric drain (Sor/Wiz 8). New monsters including eldritch archer (undead, CR 13), ice golem (CR 12), and jungle spider (CR 7).
    • "Truenames and Fetishes: The Power and the Peril," pp. 38-42. Truenames provide power.
    • "Under Command: Out of Thin Air," pp. 84-87. Summoning monsters in D&D and D&D miniatures.
    • "Urban Druids: Secret Voice of the City," pp. 30-36. A new standard class.
    • "Using Power Components," pp. 44-49. Eye of newt and toe of frog: how to use power components instead of XP on spells and magic items (an optional rule in the DMG).
    • "Xenophilia: Four New Exotic Races," pp. 22-29. Introduces the adu'jas (older than elves), gruwaars (unseelie fey), golmoids (intelligent constructs), and t'kels (intelligent lizardfolk).
  • Dragon Magazine #323 Deadly Domains (September 2004)
    • "Adventurer Tricks," p. 109. No rogue? No problem!
    • "Class Acts," pp. 96-106. Tips and tricks for your favorite class. Fighter: Thane, Cleric: Heed Your Calling, Wizard: Specialist Familiars, Rogue: Wilderness Rogues, Barbarian: Civilized Barbarians, Druid: Teach Your Own Coompanion New Tricks, Sorcerer: Beyond Blood, Ranger: Gear for Greeners, Paladin: Not Your Father's Do-Gooder, Monk: School of Hard Knocks, Bard: Instruments of the Masters.
    • "Ecology of the Choker," pp. 74-77.
    • "Gaining Prestige," pp. 82-84. Call on a spirit to guide you with the spirit speaker.
    • "Heroic Feats," p. 90. New feats to survive both sand and tide.
    • "The Magic Shop," pp. 86-88. Treasures of the dwarven holds.
    • "Player Tips," p. 108. Define your character with culture.
    • "Samurai vs. Knight," pp. 42-52. One fought for honor, wore cool armor, wielded finely wrought weapons, and struck fear into the hearts of those who opposed him. Oh wait, so did the other one. Find out who would win in this historical deathmatch!
    • "See No Evil: Alternatives to the Detect Evil Spell," pp. 68-72. What if your paladin couldn't detect evil? What if nobody could? Check out the spells that give you new options in games that blur the line between black and white. New spells: detect attitude (Brd 1, Clr 1, Pal 1), detect guilt (Clr 1, Pal 1), detect heresy (Clr 3, Pal 2), and detect violence (Clr 1, Pal 1, Rgr 1).
    • "Seven Deadly Domains," pp. 62-66. Greed, envy, gluttony, sloth, lust, pride, wrath -- the seven deadly sins presented as cleric domains, including new spells and suggested deities for Greyhawk, Eberron, and Forgotten Realms. New Spells: sticky fingers (Asn 1, Avarice 1, Brd 1), rhino's rush (Clr 1, Drd 1, Rgr 1, Wrath 1), treasure scent (Avarice 2, Drd 3), and swallow (Gluttony 8, Sor/Wiz 8).
    • "Silicon Sorcery: Final Fantasy," pp. 34-35. Bring riding birds (CR 2) to D&D.
    • "Spellcraft," pp. 78-80. New force spells: chain missile(Sor/Wiz 4), emerald planes (Sor/Wiz 2), force chest (Sor/Wiz 5), force ram (Drd 2, Sor/Wiz 2), mass mage armor (Sor/Wiz 5), shard storm (Sor/Wiz 5), and greater Tenser's floating disk(Sor/Wiz 4).
    • "Under Command," pp. 24-29. Choose the best Dragoneye commander to rally your PCs' allies.
    • "Winning Races," pp. 92-95. Know the future and fight the past as a cyclopean.


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Hail and well met! Welcome to Hieroglyphs Books! I've been a gamer for 20 years (wow, that's scary!), and so you can be sure that I'm describing items accurately as to condition and contents. I've used most of the modules and books myself, so I know what's supposed to be there.

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Lot of 8 3rd Edition & 3.5 Edition Dragon Magazines NEW $26.62


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