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RQ2 Thoughts of Darkness (2e)

RQ2 Thoughts of Darkness (2e)


Fall the inhospitable domains in the Ravenloft campaign world, Bluetspur is the cruelest and most gruesome. Nothing grow in the endless night, and lightning periodically falls like rain. The only place to escape those storms is inside the mind flayers' complex under Mt. Makab, but that is the last place where any sane person would want to go. The High Master Mithid has been hatching black plots...   [click here for more]
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RR8 Van Richten's Guide to the Created (2e)

RR8 Van Richten's Guide to the Created (2e)


...by the glimmer of the half-extinguished light, I saw the dull yellow eye of the creature open; it breathed hard, and a convulsive motion agitated its limbs. —Mary Shelley, Frankenstein Armed with satchel and saw, the creator slips into the night. He seeks the freshly dug grave and the unguarded morgue, selecting each body part with care. In the twilight before dawn, he...   [click here for more]
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Adam's Wrath (2e)

Adam's Wrath (2e)


There are some things that mere mortals were never meant to know. . . . In the domain of Lamordia, Doctor Victor Mordenheim created Adam?cobbling the creature together from parts of human corpses. Now, years later, Adam wants revenge. Adam wants Elise, Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves...   [click here for more]
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RR9 Van Richten's Guide to the Ancient Dead (2e)

RR9 Van Richten's Guide to the Ancient Dead (2e)


In the caverns, crypts, and chasms of Ravenloft lie mummies and other horrors for whom sleep is a natural state. These are the ancient dead. Dreams of love, glory, and wealth subdue them through the ages, and time grows meaningless—until the greedy or foolish disturb their rest. When the ancient dead rise and walk again, evil spreads before them and destruction lies in their wake. In the land...   [click here for more]
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Neither Man nor Beast (2e)

Neither Man nor Beast (2e)


Shipwrecked on a desert island! Marooned among savage creatures who seem half human, half animal. Who can you trust? Kindly old Doctor Fran and his beautiful companion? The strange monks said to guard an evil artifact in their mountain fastness? Or the beast-man chief who gathers his people and prepares for war? This is short, for you must escape the domain of Diosamblet, the Master of Pain, before...   [click here for more]
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Death Unchained (2e)

Death Unchained (2e)


You have no friends here. What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts...   [click here for more]
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Death Ascendant (2e)

Death Ascendant (2e)


The remnants of Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail, you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together...   [click here for more]
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Servants of Darkness (2e)

Servants of Darkness (2e)


Young Bryonna has been judged guilty of consorting with the dark forces of Tepest, and now she will burn at the stake for it. The Inquisitors, priests whose zealousness sometimes stirs whispers of doubt among the people, have condemned her with all the surety that comes with their "holy" power. Heroes of integrity and justice are needed to ferret out the truth. To succeed, they must travel...   [click here for more]
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When Black Roses Bloom (2e)

When Black Roses Bloom (2e)


The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native...   [click here for more]
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MC10 Monstrous Compendium Ravenloft Appendix

MC10 Monstrous Compendium Ravenloft Appendix


They lurk in the shadows. They linger in your dreams. They strike from the darkness. They are foul and horrible creatures that dwell in the dark dimension of Ravenloft and they are waiting for you. Inside this book are elven vampires, the dreaded Dark Ones who have broken the trust of Vistani, and dozens of other creatures sure to add a taste of fear into every Ravenloft campaign. But be warned,...   [click here for more]
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Wyrmskull Throne (2e)

Wyrmskull Throne (2e)


The Wyrmskull Throne - the ruling seat of the great dwarven nation of Shanatar - has been lost for five millennia. Now, rumors have surfaced that it has been found, and there are sinister parties that will stop at nothing to claim it. But the path to finding the throne is long and twisted, leading from a small village in the remotest regions of Tethyr to the bottom of the ocean! Those who follow it...   [click here for more]
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FOR13 Secrets of the Magister (2e)

FOR13 Secrets of the Magister (2e)


The Magister of Mystra is one of the most mysterious—and misunderstood—beings in the Forgotten Realms. Some say the Magister is simply the most powerful mortal mage in all of Toril. Perhaps, but there is something more, something unique, about being so touched by the Mother of All Magic. Regardless, the mages of Faerûn foll up their sleeves and craft spells and items that they hope...   [click here for more]
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Netheril: Empire of Magic (2e)

Netheril: Empire of Magic (2e)


Journey back 5,000 years into Faerun's past and visit the archwizards of Netheril. View their fantastic floating cities, enclaves of magic that shook the ground far below. Travel to a time when magic was raw and powerful, when spellcasters stood supreme in the eyes of their nation. Meet Karsus, an archwizard so powerful he wielded magic that made him a god... This new campaign expansion details...   [click here for more]
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Cormanthyr: Empire of the Elves (2e)

Cormanthyr: Empire of the Elves (2e)


Step into the past of 650 DR and experience the sights, sounds, and innumerable wonders of fabled Myth Drannor at its height. Walk the wooded glades of Cormanthyr, the last major elven empire on Faerun, and discover marvelous secrets lost to the Realms of the present day. This Arcane Age campaign expansion for the Forgotten Realms setting contains all the information necessary to begin either a...   [click here for more]
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FMQ1 City of Gold (2e)

FMQ1 City of Gold (2e)


Somewhere in the True World, to the north of the lands you know, lies the City of Gold: Michaca. It is a city of legend, of fable, and of wonder. The journey is hard, and the perils are many; you know, however, that the rewards will far outshine any treasure you have ever seen. This supplement for the Maztica Campaign setting is a new type of product: a combination adventure and accessory. In this...   [click here for more]
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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]
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Marco Volo: Departure (2e)

Marco Volo: Departure (2e)


Marco Volo: Departure is the first volume of the Marco Volo trilogy, designed for four to eight player characters of levels 6 to 8. This free-wheeling adventure begins with an intrigue-laden journey from Waterdeep to Shadowdale. The party is thrown into the company of one Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. In his guise of Marco, he gains...   [click here for more]
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Marco Volo: Journey (2e)

Marco Volo: Journey (2e)


Marco Volo - Journey is the second volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. This free-wheeling adventure began in Waterdeep as the characters set out on an intrgiue-laden journey to Shadwodale. Accompanying them is Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. After leaving the...   [click here for more]
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Marco Volo: Arrival (2e)

Marco Volo: Arrival (2e)


Marco Volo - Arrival is the last volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. When the characters first set off on an intrigue-laden journey to Shadowdale, they did not suspect how much trouble they would get into. Joined by Marcus Wands (also known as Marco Volo), they found him just a bothersome but likeable little rogue....   [click here for more]
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How the Mighty Are Fallen (2e)

How the Mighty Are Fallen (2e)


As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faer?n, the Tarrasque awakens from a long slumber. How the Mighty...   [click here for more]
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Elminster's Ecologies Appendix I: The Battle of Bones & Hill of Lost Souls (2e)

Elminster's Ecologies Appendix I: The Battle of Bones & Hill of Lost Souls (2e)


Ask the average dull peasant when and where the Battle of Bones took place and likely he will scratch his head and stammer that it was in the year 1090 Dale Reckoning, at a battlefield bordering on the southwest edge of Anauroch, the Secret Desert. And that afterwards, the humans and their allies camped on the slopes of the Hill of Lost Souls, which has since been abandoned to all but the spirits...   [click here for more]
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Castle Spulzeer (2e)

Castle Spulzeer (2e)


An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes...   [click here for more]
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Elminster's Ecologies Appendix II: The High Moor & The Serpent Hills (2e)

Elminster's Ecologies Appendix II: The High Moor & The Serpent Hills (2e)


An excerpt from A Treatise on the Life of the High Moor by the druid Bara: The environment includes such things as terrain, flora, fauna, weather, and natural and arcane forces. All these elements - each aspect of the environment and each organism - form a tapestry known as the ecology. And like a tapestry of cloth, this one can suffer severe damage if a single thread is removed, no matter...   [click here for more]
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The Vilhon Reach (2e)

The Vilhon Reach (2e)


The Reach has always been considered the breadbasket of the Realms, the birthplace of countless warriors who have shed their lifeblood on the fields of battle. It's also home to noble families that have ruled kingdoms for countless generations, lizardman cities that have existed for hundreds of years, and an ancient plague that still haunts the land. This FORGOTTEN REALMS campaign accessory contains...   [click here for more]
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Volo's Guide to the Dalelands (2e)

Volo's Guide to the Dalelands (2e)


Behold the newest, brightest, and perhaps best travel guide by the world-walking, all-seeing Volo! Fresh from recounting the splendors of Cormyr, the Forest Kingdom, and circumnavigating all of Toril in a bold and wondrous adventure that none have equaled for its haste and humor, the tireless Volo has come at last to the beautiful Dales of the Dragonreach in the Heartlands of the Realms and set forth...   [click here for more]
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For Duty & Deity (2e)

For Duty & Deity (2e)


For over a decade, mystery has surrounded the fate of the lost goddess of trade and wealth, Waukeen. The Golden Lady disappeared during the Time of Troubles and has not been heard from since. Now, in Marpenoth in the Year of the Tankard (1370 DR), a young prophet suffers from disturbing, divine visions that reveal a beautiful, golden-tressed woman imprisoned on a far plane of existence by some great...   [click here for more]
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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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Volo's Guide to All Things Magical (2e)

Volo's Guide to All Things Magical (2e)


For aeons, folk have struggled to master the world of Toril through the use of magic. The human race has stolen what magical knowledge it can from the elves and other races, gained more through worship, and created the rest by building on the work of those who have gone before. For centuries, human wizards have experimented with new spells and variations on existing magic, striving to grow ever more...   [click here for more]
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WG9 Gargoyle (1e/2e)

WG9 Gargoyle (1e/2e)


Ever seen a gargoyle without its wings? It's a pretty funny sight. But don't laugh out loud in front of them-they don't think it's all that hilarious? Gargoyle is an adventure set in the world of Greyhawk, the longest running of TSR's game worlds for the Advanced Dungeons & Dragons game. A pair of gargoyles wake up on morning to find their wings missing, and contact the players...   [click here for more]
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WGM1 Border Watch (2e)

WGM1 Border Watch (2e)


Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall...   [click here for more]
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Temple, Tower & Tomb (2e)

Temple, Tower & Tomb (2e)


"The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the though of facing one, let alone all three. Recovering those items means almost certain death. The Autarch glances down...   [click here for more]
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Eye of the Wyvern (2e)

Eye of the Wyvern (2e)


You hold in your hands the introduction to the world's greatest fantasy roleplaying experience, the DUNGEONS & DRAGONS game. If you have a taste for excitement, if you're ready to take the next step beyond computer adventure games, this is what you've been waiting for! It contains everything you need to learn the fine art of becoming a Dungeon Master, weaving the interactive stories from which...   [click here for more]
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DLR1 Otherlands (2e)

DLR1 Otherlands (2e)


Beyond Ansalon - beyond even Taladas - cut off from the rest of Krynn by distance or circumstance, lie several lost lands with enough excitement and peril to challenge the hardiest adventurer. Far beneath the vastness of Krynn's oceans is Watermere, home to the reclusive Dargonesti sea elves. In their valley on the sea floor, they work, play, explore, and resist the plots and forces of Takhisis,...   [click here for more]
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A Hero's Tale (2e)

A Hero's Tale (2e)


Behind every great hero is a story - a tale of brave deeds, cunning plans, self-sacrifice, and bold fortitude in the face of overwhelming odds. A Hero's Tale is a collection of nine short adventures, each slightly more challenging than the one before and suitable for any campaign world. Use them for a change of pace between larger quests or to sidetrack the heroes during major missions. Each adventure...   [click here for more]
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Wrath of the Minotaur (2e)

Wrath of the Minotaur (2e)


You hold in your hands the introduction to the world's greatest fantasy roleplaying experince, the Dungeons & Dragons game. If you have a taste for excitement, if you're ready to take the next step beyond computer adventure games, this is what you've been waiting for! It all starts with the celebrated Fast-Play Rules, a step-by-step tutorial that shows you the basic concepts of the game in a...   [click here for more]
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FMA2: Endless Armies (2e)

FMA2: Endless Armies (2e)


The second adventure set in the land of Maztica. A plague of giant army ants threatens to annihilate the peaceful jungle kingdom of Payit. Can the heroes stop the army long enough to break the magical force that impels the deadly insects? Includes Battlesystems rules scenarios for use in the New World as wall as role-playing adventures. "Deep within the heart of the jungles of Far Payit is...   [click here for more]
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Volo's Guide to Baldur's Gate II (2e)

Volo's Guide to Baldur's Gate II (2e)


In this, the sixth indispensable travel guide by Volothamp Geddarm, famed traveler of the Realms, the wonders of the mysterious South are laid bare for all to see. Adventurers seeking their fortunes in the lands made famous by the Baldur's Gate II: Shadows of Amn computer game will find all the dangers and treasures this rich territory has to offer. And as always, the finest establishments on the gold...   [click here for more]
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The History of Dragonlance (2e)

The History of Dragonlance (2e)


Here within the walls of the Great Library of Palanthas, you will find a treasure trove of information on the world of Krynn and its inhabitants. Visitors to that enchanted realms have left us with records of their journeys. Feel free to browse through them at your leisure. You may not take the scrolls with you, but the monks will be happy to copy any for your use. Please put in your request at...   [click here for more]
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Maztica (2e)

Maztica (2e)


Based on the Maztica Trilogy by Doug Niles, a new world of adventures far beyond the Shining Sea opens to players. A land of Aztec and Mayan-like high culture with brutal, bloodthirsty gods, new creatures and lavish treasures. Maztica is a brand new frontier for the Forgotten Realms adventure setting. Product History Maztica Campaign Set (1991), by Douglas Niles, is...   [click here for more]
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Rise of the Titans (2e/SAGA)

Rise of the Titans (2e/SAGA)


Evil Grows in the Heart of the Ogre Lands During the Age of Dreams, ogres were beautiful creatures who built fantastic cities and ruled over the greatest civilization on all of Krynn. They eventually fell prey to their own decadence--their culture collapsed into barbarism while the ogres themselves degenerated into their current repulsive forms. Recently, however, a new form of ogre has emerged....   [click here for more]
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Caravans (2e)

Caravans (2e)


Journey through a perilous realm of searing sands and burning passions! Pit of the Ghuls, Genies' Anvil, Vishap's Teeth... the mere mention of these mystical sites fills men's hearts with fear and apprehension. Now the mysteries of the High Desert are revealed! Caravans takes player characters into Zakhara's greatest sea of sand to face its most treacherous denizens. Heroes match wits...   [click here for more]
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OA6 Ronin Challenge (2e)

OA6 Ronin Challenge (2e)


It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament... Until someone starts playing for keeps. When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire...   [click here for more]
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OA7 Test of the Samurai (2e)

OA7 Test of the Samurai (2e)


The peninsula of Wa is no place to visit. The land is poor, the people wary and suspicious. Yet this quiet backwater has been the site of strange disturbances - mysterious disappearances and omens of dire events to come. Why do the animals of Wa disappear, only to return a short while later? Who are the Blue Kumi bandits, and why are they so active? Why do the black geese fly into the Jusofu Mountains?...   [click here for more]
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Bleak House (2e)

Bleak House (2e)


Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists....   [click here for more]
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Children of the Night: The Created (2e)

Children of the Night: The Created (2e)


The Whole Is Greater Than the Sum of the Parts Within these pages lie the stories of 13 madmen and their singular creations. Some are flesh and blood, others glass or wax, even metal or mist. Whatever their makeup, each has the will to live - and sometimes that means needing to kill. They are more than just golems. They are the Created. And they are ready to make your acquaintance. Among those...   [click here for more]
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Seeds of Chaos (2e/SAGA)

Seeds of Chaos (2e/SAGA)


"When the Storms of Chaos rage, even gods seek safe harbor." -- Augury readings in Palanthas, 383AC (Anonymous) Krynn swelters in the grip of unnatural heat--a summer so dry and scorching the very world seems ready to burst into flame. Across this baked landscape, Lord Ariakan's armies of Dark Knights sweep unchecked. Finally, the great city of Palanthas, the jewel in Ansalon's crown, awaits...   [click here for more]
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Chaos Spawn (2e/SAGA)

Chaos Spawn (2e/SAGA)


In the heat of an unnaturally warm summer, the Knights of Takhisis conquer nearly every inch of Ansalon, even the glorious city of Palanthas. Mere days later a messenger arrives in Palanthas bearing a dire missive: Something wiped out the Knights posted at the Tower of the High Clerist and now cuts a swath of destruction across the countryside! Chaos Spawn pits your heroes against one of Chaos's...   [click here for more]
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More Leaves from the Inn of the Last Home (2e)

More Leaves from the Inn of the Last Home (2e)


A New Bill of Fare Welcome, guest, to our inn. To celebrate the coming of a new age to Krynn, we have devised a menu of succulent dishes we hope you wil lenjoy. Take a seat in your favorite booth. Order a mug of your favorite beverage. Meet new friends and share past times with old ones. Here are songs for the singing and good food for the eating. Your proprietors, Caramon and Tika Majere ...   [click here for more]
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Kidnapped (2e)

Kidnapped (2e)


Ruthless kidnappers have abducted the eight-year-old son of Reverend Judge Hykros Allumen, Ravens Bluff's reigning high priest of Tyr. You have been entrusted with the task of delivering the ransom--500,000 gp worth of platinum, magic, and jewels. Can you see it safely past all the greedy bandits trying to intercept you and take the treasure for themselves? And if you do, can you trust the kidnappers...   [click here for more]
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DLA1 Dragon Dawn (2e)

DLA1 Dragon Dawn (2e)


Venture once more to the world of Krynn, but this time to the continent of Taladas, largely untouched by the war of the Lance. The dragons here are Othlorx, the Uninvolved, because they remain neutral in the struggle against the evil of Takhisis and her minions. Then why are they being systematically exterminated? Who wants all dragons on Taladas dead? Your heroes must set on a dangerous trek in...   [click here for more]
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