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Forged of Darkness (2e)

Forged of Darkness (2e)


Absolute Power. In the bewitched domain of Tepest, under the pale amber light of a full moon, a wandering band of adventurers comes across the severed hand of a hanged man. Far beneath Darkon's dread Castle Avernus, a mysterious Black Vault is sealed, locking away an assortment of magical arms and armor until such time as the cause of evil demands their service. Across the dread domains of Ravenloft,...   [click here for more]
Wizards of the Coast  $4.99

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Forgotten Realms Adventures (2e)

Forgotten Realms Adventures (2e)


The coming of the Avatars and the Time of Troubles caused tremendous changes in the Forgotten Realms. Areas of dead magic and wild magic have appeared; character classes have been altered; new magical spells have been discovered; old gods have been slain and new ones arisen. All the changes and updates are incorporated into this one essential volume for Forgotten Realms players and dungeon masters...   [click here for more]
Wizards of the Coast  $20.00 $9.99

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Four From Cormyr (2e)

Four From Cormyr (2e)


The kingdom of Cormyr is a land of law and order, a country populated by citizens who live good lives and treat their neighbors well. If you think these characteristics make Cormyr unexciting and uninviting place...think again. Despite the ever-present Purple Dragon soldiers and War Wizards who are charged with keeping the kingdom safe from treachery and greed. Cormyr is a place where evil lurks...   [click here for more]
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FR1 Waterdeep and the North (1e)

FR1 Waterdeep and the North (1e)


The North...rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men. Waterdeep...crossroads of the world, City of Splendors. Here are wealth and goods from every...   [click here for more]
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FR10 Old Empires (2e)

FR10 Old Empires (2e)


This booklet presents the Old Empires for DMs and players alike. Descriptions of all the major cities and towns, maps of the most important ones, information of the people, places, economics, geography, and cultures of these countries, are within these pages. Prepare, then, to enter the realms of god-kings and pharaohs, of strange magic unknown even to the likes of the Red Wizards of Thay. These...   [click here for more]
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FR11 Dwarves Deep (2e)

FR11 Dwarves Deep (2e)


This sourcebook is one of a series that belongs on the bookshelf of any dungeon master exploring the rich lands (and dark under-realms) of the Forgotten Realms. It presents as introduction to the Deep Folk of Faerun, three unique races of dwarves. Virtually all of the famous "dungeons" of the realms, explored by adventurers seeking treasure, magic, and lore, were built - and in most cases,...   [click here for more]
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FR12 Horde Campaign (2e)

FR12 Horde Campaign (2e)


This is the first in a series of reference books aimed at the recreationist. In these pages are the battles fought by Yamun Khahan, Batu Min Ho, and all the others caught up in the sweeping Horde campaigns. The strategies and disposition of the forces are set forth in plain terms. BattleSystem rules statistics allow for the complete recreation of each battle fought in this massive campaign. Ten...   [click here for more]
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FR13 Anauroch (2e)

FR13 Anauroch (2e)


The Great Desert. Where the Winds Wail. Grave of the Lost Princes. The Great Sand Sea. Not a place many sane folk in the Forgotten Realms want to visit. But there are plenty of the other sort, who come hence to find wonders both beautiful and dangerous. The deadly, shifting sands of Anauroch hide-and occasionally, tantalizingly reveal-the riches and strange treasures of The Lost Kingdoms, swallowed...   [click here for more]
Wizards of the Coast  $10.95 $4.99

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FR14 The Great Glacier (2e)

FR14 The Great Glacier (2e)


"A village is only as livable as its surroundings. We are caretakers not only of our homes, but of our world." -Inum Strange sentiments, perhaps, from one who lives in what many perceive as a frozen wasteland, but the philosopher Inum speaks for the Ulutiun people of the Great Glacier. Their tribes share that icy landscape with arctic dwarves who enjoy sunbathing, sled-animals...   [click here for more]
Wizards of the Coast  $10.95 $4.99

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FR15 Gold & Glory (2e)

FR15 Gold & Glory (2e)


The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer a call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame. Gold & Glory describes the mercenary companies of the Forgotten Realms Campaign Setting. The famous and the infamous are detailed within:...   [click here for more]
Wizards of the Coast  $12.95 $4.99

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FR16 The Shining South (2e)

FR16 The Shining South (2e)


Far off in the south exist countries of legend. Here live the powerful, reclusive mages of Halruaa, the cheerful halflings of Luiren, and the traders of Durpar and Var the Golden. Come along on a risky visit to Dambrath, a country ruled by an alliance of drow and the priestesses of Loviatar, or to Ulgarth, where the only true coffee in the Realms is grown. Prepare to shop the fabulous markets fo...   [click here for more]
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FR2 Moonshae (1e)

FR2 Moonshae (1e)


The Moonshae Isles are alive with AD&D game campaigns opportunities. Characters of virtually all the standard classes and levels can find adventure and challenge in some part of the islands. Product History FR2: "Moonshae" (1987), by Douglas Niles, is the second book in the "FR" series of sourcebooks for the Forgotten Realms. It was released in November...   [click here for more]
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FR3 Empires of the Sands (1e)

FR3 Empires of the Sands (1e)


In the southeast corner of Faerûn, a thousand miles south of Waterdeep on the great Trade Way road, lie three lands known collectively as the Empires of the Sands. They are harsh lands that have produced tough people—proud, fierce, and hardworking. The Empires of the Sands are now fully detailed for your role-playing campaign. The cultures, personalities, economies, cities, towns, and...   [click here for more]
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FR4 The Magister (1e)

FR4 The Magister (1e)


From Waterdeep and the Sword Coast to the jungles of Chult and faraway lands of Thay, strange and powerful magics fill the Forgotten Realms. Ancient tomes, powerful spells, fearsome weapons - all these and more await adventurers who can overcome terrible dangers to wield great power. Ed Greenwood, originator of the FORGOTTEN REALMS game world, and famous game designer Steve Perrin have spent many...   [click here for more]
Wizards of the Coast  $7.95 $4.99

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FR7: Hall of Heroes (1e/2e)

FR7: Hall of Heroes (1e/2e)


The Forgotten Realms fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a tale of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R. A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the Forgotten Realms fantasy world). Until...   [click here for more]
Wizards of the Coast  $9.99

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FR8 Cities of Mystery (2e)

FR8 Cities of Mystery (2e)


Dungeon Delving can be delightful. Wandering in the wilderness is a wonderful way to pass the time. But for the ultimate in opportunity, intrigue, and unexpected danger, try visiting the nearest village, town, or city. A city is much more than a rest stop, a watering hole, or a placee to but equipment. Any community, from the smallest hamlet ot the most crowded medievial metropolis, offers adventuring...   [click here for more]
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FR9 The Bloodstone Lands (2e)

FR9 The Bloodstone Lands (2e)


The Bloodstone Lands are one of the wildest areas in the Forgotten Realms. In this sourcebook, the author of the Icewind Dales trilogy explores this frozen region. Presented for players and DMs alike are people, places, and events that shaped the Bloodstone Lands-the political movers and shakers who carved their own brand of civilization from the rocks and ice. In addition to this insider information,...   [click here for more]
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FRA1 Storm Riders (2e)

FRA1 Storm Riders (2e)


The Horde is riding! The mountains rumble under the thundering hoofbeats of 40,000 barbaric horsemen. When the player characters find themselves in their path they have no choice except to flee. Their journey takes them into the forbidden Kingdom of Ra-Khati, a land of ancient mysteries and untold wealth nestled deep within the Katakoro Mountains. As honored guests they are invited to partake...   [click here for more]
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FRA2 Black Courser (2e)

FRA2 Black Courser (2e)


The Purple Dragon is caged! But Ra-Khati isn't out of danger. The evil Raja Ambuchar Devayam is holding the Dalai Lama to his promise. If the player-characters don't deliver Princess Bhrokiti and the Black Courser to him - and even if they do - the Raja's foul army will once again march on the Hidden Kingdom. What is it that Devayam really wants with Ra-Khati. Only your PCs can discover the awful...   [click here for more]
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FRA3 Blood Charge (2e)

FRA3 Blood Charge (2e)


The Stone Sceptre has been recovered! But will it be enough to stop the Raja of Solon? Ambuchar Devayam has massed 10,000 zombies on Ra-Khati\'s border. Only Gaumahavi, the Great Dragon of the Purple Wastes, stands between him and the Hidden Kingdom. Yet even she cannot face Ambuchar alone, for the evil raja has recovered an archaic Imaskari relic that renders him invincible If Ra-Khati is to be...   [click here for more]
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FRC2 Curse of the Azure Bonds (1e/2e)

FRC2 Curse of the Azure Bonds (1e/2e)


Day breaks, and the crowing of a distant rooster wakes you from an all-too-short sleep. Another day for adventure, you think as you arise - but then you stop short. You, and all of your companions, have an elaborate blue tattoo covering most of your sword arm! And there is more to these marks than a drunken prank. As you try to find out the source and meaning of your new adornment, you...   [click here for more]
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FRE1 Shadowdale (1e/2e)

FRE1 Shadowdale (1e/2e)


The Gods walk the Realms. Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals-extremely powerful mortals, to be certain, but mortal nonetheless. They seek the lost Tablets of Fate, key to their return. But as the good and evil gods for the Realms bring their fight down to earth, the people and lands are caught in between. Nature itself revolts; strange...   [click here for more]
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FRE2 Tantras (1e/2e)

FRE2 Tantras (1e/2e)


Elminster has been murdered. And to make matters worse, the player characters who helped to save Shadowdale from the armies of Zhentil Keep in Shadowdale have been sentenced to death for killing the old sage. They're innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape...   [click here for more]
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FRE3 Waterdeep (1e/2e)

FRE3 Waterdeep (1e/2e)


Who will be the new gods? The God of Strife is dead, destroyed in his attack on Tantras, and Midnight and the player characters have recovered the first Tablet of Fate-one of a pair of mysterious artifacts that will return the gods to their former glory and save the Realms from the fallen deities\' wrath. But the quest isn\'t over! To find the other Tablet of Fate, your heroes...   [click here for more]
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FRM1: The Jungles of Chult (2e)

FRM1: The Jungles of Chult (2e)


Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream! Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk th streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith....   [click here for more]
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FROA1 Ninja Wars (2e)

FROA1 Ninja Wars (2e)


Behold The Shining Temple of Bishamon! Located above the city of Aru on the island nation of Wa, this shrine is the focus of a great pilgrimage. Every year, thousands of people travel here to celebrate the Ceremony of the Three Thousand Steps. For townsfolk and travelers alike, it is a time of great celebrations and revelry. For Benju Matsutomo, Daimyo of Aru, it is a time of worry and concern....   [click here for more]
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From the Ashes (2e)

From the Ashes (2e)


The dust has settled. The smoke has cleared. The war machines of Greyhawk's armies have ground to a halt. In the aftermath of the great war, the people of Oerik piece together, some struggling to retain their homes, others pilgrimaging to the cities, searching for opportunities. And searching for answers. Who is in power? Which borders still stand, and which have been dissolved? Can anyone be trusted,...   [click here for more]
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FRQ1 Haunted Halls of Eveningstar (2e)

FRQ1 Haunted Halls of Eveningstar (2e)


Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King\'s Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the...   [click here for more]
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FRQ2 Hordes of Dragonspear (2e)

FRQ2 Hordes of Dragonspear (2e)


Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great...   [click here for more]
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FRQ3 Doom of Daggerdale (2e)

FRQ3 Doom of Daggerdale (2e)


Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered...   [click here for more]
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FRS1 The Dalelands (2e)

FRS1 The Dalelands (2e)


Between Cormyr and the Moonsea lie the beautiful forests and fields of the Dalelands, home to some of the most powerful characters and exciting adventures in the Heartlands. Proud and free, these scattered realms stand against the dark evil of Zhentil Keep and the savage raiders of the mountains and forests. Ancient magic lies buried in dangerous ruins within the vast Elven Woods, waiting for the hand...   [click here for more]
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GA1: The Murky Deep (2e)

GA1: The Murky Deep (2e)


The legendary coastal city of Carsail existed two centuries ago, before it vanished beneath the waves, reputedly at the hands of angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsail still abound. Now, the clerics of a seaside town have proven that some unusual items are indeed from the legendary city, and two priests involved in the process, as well as a mysterious...   [click here for more]
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GA2 Swamplight (2e)

GA2 Swamplight (2e)


The city of Chala, nestled banks of the Leal river, has prospered for generations. But now the city faces misfortune, pestilence, and decay, because the icon which brought it prosperity has been stolen. All the clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered,...   [click here for more]
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GA3 Tales of Enchantment (2e)

GA3 Tales of Enchantment (2e)


Whispering Widow Woods has always been a frightening place. For generations the rumors, the strange noises, and the gloomy, tangled undergrowth have scared off the faint of heart. Recently, however, Whispering Widow Woods has grown much more sinister. Familiar voices speaking from thin air lure people to their doom; travelers emerge with no memory; the very trees are said to come to life and attack...   [click here for more]
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Greyhawk Adventures (1e/2e)

Greyhawk Adventures (1e/2e)


Enter this world and discover excitement far beyond your wildest dreams. Greyhawk is the place where adventure begins and ends?.   This book is for experienced roleplayers looking from something exciting and original to use in their fantasy gaming. Its pages are filled with bold new gaming experiences. With this book, you join the ranks of the best role players in the world. Your...   [click here for more]
Wizards of the Coast  $15.00 $9.99

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Greyhawk Player's Guide (2e)

Greyhawk Player's Guide (2e)


Return to the roots of fantasy rolepalying with the Player's Guide for the Greyhawk campaign setting - the original AD&D game world! For newcomers as well as old-time fans, this book is the doorway to high adventure. Enter the Flanaess, a crowded cluster of kingdoms and states, great and petty, struggling for survival and supremacy against one another and countless foes both internal and...   [click here for more]
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Greyhawk Wars (2e)

Greyhawk Wars (2e)


From the mad Malachite throne in Rauxes to the bejeweled city of Chendl in Furyondy, the Flanaess is at war! In the east, Overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses humanoids and fiends in the northwest. And the Scarlet Brotherhood in the south hangs over all the Flanaess,...   [click here for more]
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Greyhawk: Return of the Eight (2e)

Greyhawk: Return of the Eight (2e)


It begins the night a dragon falls on an off-duty adventurer. Fortunately, it's a small dragon. Unfortunately, it's connected to a big problem. Make that a huge problem: The survival of a well-known wizard belonging to the Circle of Five is at stake, but that's not the worst of it. Evil forces are attempting to infiltrate a secret fortress and unlock vast magical power, but that's not the worst,...   [click here for more]
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Greyhawk: The Adventure Begins (2e)

Greyhawk: The Adventure Begins (2e)


REDISCOVER THE BIRTHPLACE OF ADVENTURE! The year is 591 CY. The World of GREYHAWK has changed a lot, as nations topple and leaders plot. Whole realms are "lost"; others have crumbled; still others have advanced, becoming new powers in the Flanaess. So where are you going to find all the news? And more to the point, where in the City of Greyhawk can you find some iinteresting...   [click here for more]
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Guide to Hell (2e)

Guide to Hell (2e)


Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives, but also their everlasting souls. Guide to Hell is a comprehensive look at the nature of devils, ways for heroes...   [click here for more]
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Hail the Heroes (2e)

Hail the Heroes (2e)


Long ago, a great king fell in battle and became an immortal hero. The king's devoted followers built a temple to house his magical shield. Time and dust buried the temple, and the relic was forgotten - until now. Can you win a thrilling race against rival factions to locate the temple? Can you survive the journey through its treacherous halls to gain the shield? Mystara's secret history will be revealed...   [click here for more]
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Harbinger House (2e)

Harbinger House (2e)


A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that...   [click here for more]
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Hellbound - The Blood War (2e)

Hellbound - The Blood War (2e)


Since before mortals drew breath, the cunning baatezu and the fiery tanar'ri have struggled furiously to batter each other out of existence. The prize in their devastating war of annihilation: the Lower Planes. 'Course, when two unstoppable armies of evil collide, the tremors might leave the entire multiverse a smoking ruin. And woe be to any berk who stands against them - or simply gets in their way....   [click here for more]
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Hellgate Keep (2e)

Hellgate Keep (2e)


Hellgate Keep-a name that once make the boldest of heroes shudder in fear-was long ago known as the fair citadel of Ascalhorn, a have for elves and humans. Then a demonic horde of baatezu and tanar'ri destroyed all remnants of real civilization and turned it into a den of malevolence. Today, the citadel lies ruined. The Mistmaster and the Harpers destroyed the keep and ended its centuries-long reign...   [click here for more]
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Heroes' Lorebook (2e)

Heroes' Lorebook (2e)


They are the stuff legends are made of. In fact, they are legends. The major characters who have fought -- and in some cases died -- for the sake of goodness and justice in all parts of the Forgotten Realms campaign world are chronicled for posterity in Heroes' Lorebook, a 160-page compendium of the heroes whose exploits have filled dozens of novels over the past decade. Inside you'll find updated...   [click here for more]
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HHQ1 Fighter's Challenge (2e)

HHQ1 Fighter's Challenge (2e)


Decades ago, Sturnheim was a thriving trade town on a major caravan route. But then, disaster struck when a gold-laden caravan disappeared without a trace. Financially ruined, the town slipped into decline, and now lies almost forgotten on a route that is seldom traveled anymore. You can unravel a 40-year-old mystery and restore the honor of Sturnheim - if you have the guts! ...   [click here for more]
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HHQ2 Wizard's Challenge (2e)

HHQ2 Wizard's Challenge (2e)


The village of Northbank was once a haven for mages of all talents and a magnet for hopeful apprentices. Its wizards' guild was a respected center for instruction, study, and research. But mysterious circumstances caused the sudden demise of the guild several years ago and resulted in the deaths of some important guild members. And a ghostly figure now threatens the few surviving members of the...   [click here for more]
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HHQ3 Thief's Challenge (2e)

HHQ3 Thief's Challenge (2e)


For years, trade and travel along the river Thadysh have been peaceful. Suddenly a masked renegade, known only as the Gullwing Bandit, has turned the waters of Thadysh into a pirate stream. Who is this bandit? What nefarious plot is he weaving? Not even the local thieve's guild has been able to unveil the truth. "Thief's Challenge" is a special ADVANCED DUNGEONS & DRAGONS...   [click here for more]
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HHQ4 Cleric's Challenge (2e)

HHQ4 Cleric's Challenge (2e)


Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the town's dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little...   [click here for more]
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HHQ5 Fighter's Challenge II (2e)

HHQ5 Fighter's Challenge II (2e)


The kingdom of Tramilar was once a powerful state. Now, disease and dissent have left the kingdom weak. The Dreadwoods on the kingdom's northern border are a haunt for evil creatures and plots. Discord stalks the very halls of the king. Only the bravest and most dedicated warrior could overcome the obstacles hidden in the forest and lurking in the throne room. "Fighter's Challenge...   [click here for more]
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