Dungeonomicon (3.5e Sourcebook)

Dungeonomicon
Summary::This is the third installment of our series exploring portions of the D&D experience that don't work at all, began with the Tome of Necromancy and continued with the Tome of Fiends. This work focuses on the most central of perplexing legacies: The Dungeon. We know you love Dungeons, but you probably have more than a little difficulty justifying them to yourself or to other players of the game.

Contents
Chapter 1: Social Structures in D&D
 * Living With Yourself After a Raid
 * Razing Hell: When Genocide is the Answer
 * The Hands of the Divine
 * Temporal Authority in D&D

Chapter 2: Characteronomicon
 * Base Classes
 * Monk
 * Jester
 * Assassin
 * Thief Acrobat
 * Prestige Classes
 * Defiler of Temples
 * Ninja of Gax
 * Elothar Warrior of Bladereach
 * Dungeon Veteran
 * Master of Snake Mountain
 * Seeker of the Lost Wizard Traditions

Chapter 3: Economics in D&D
 * Wish and the Economy
 * Wartime Economies Make for Shortages
 * Coins are Big and Heavy
 * Bad Money Drives Out Good: The Penalties of Paper
 * Powerful Creatures Have a Powerful Economy
 * The Service Economy: The Profession Rules Don't Work
 * Bringing the World out of the Dark Ages

Chapter 4: Magic Effects
 * Easter Egg Class Features: Artifact Swords and Powergloves
 * Your Money is No Good Here
 * It's not Stupid, it's Advanced!
 * Material Components: A Joke Gone Way Out of Hand
 * Some Spells Don't Work
 * Some Effects Don't Work

Chapter 5: Life Under Ground
 * Thermodynaminomicon
 * Empirinomicon

Chapter 6: Dungeons
 * Dungeons: By the Gods, Why?
 * Castles and Manors: Taking the Dungeon out of the Dungeon
 * Traps

Chapter 7: Lexiconinomicon
 * Language in D&D
 * Spellbooks

Chapter 8: Sample Adventuring Locations
 * The Hall of Records
 * The Tomb of Iuchiban
 * The Garden of Gretel the Snowshaper
 * The Closed Shafts