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Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)

Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)


Dreams of the Red Wizards Ghosts of Dragonspear Castle chronicled the efforts of the Red Wizards to unlock the power of elemental nodes located in an abandoned temple dedicated to the Princes of Elemental Evil. A gate to the Nine Hells lay open for some time, spewing devils and smoke. The heroes who closed the gate could not know it then, but amid the chaos of battle, another threat emerged....   [click here for more]
Wizards of the Coast  $19.99

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A Guide to Transylvania (2e)

A Guide to Transylvania (2e)


A Guide to Transylvania is an indispensable accessory for any Masque of the Red Death campaign - or for a campaign for any game system set in the 1890s. This 96-page book contains everything needed to explore the exotic, fear-filled country that is home to Dracula. Highlights of this volume: A survey of Transylvania's history and geography; an overview of the beliefs, practices, crafts,...   [click here for more]
Wizards of the Coast  $14.99

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Dark Sun Campaign Setting (4e)

Dark Sun Campaign Setting (4e)


Explore a savage, wondrous world. Aimed at players and Dungeon Masters, this game supplement explores the heroes and wonders of Athas—a savage desert world abandoned by the gods and ruled by terrible sorcerer-kings. Use it to build Dark Sun heroes and thrilling D&D adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested...   [click here for more]
Wizards of the Coast  $24.99

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Swords & Spells (0e)

Swords & Spells (0e)


Rules for large-scale miniatures battles based on the game Dungeons & Dragons. Product History "Swords & Spells" (1976), by Gary Gygax with Dave Arneson & Rob Kuntz, is supplement for OD&D. It was published in August 1976. Origins (I): A Fifth Supplement. "Swords & Spells" is the fifth supplement for OD&D, published in...   [click here for more]
Wizards of the Coast  $9.99

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Genies Great and Small: 21 New Genies of Zakhara

Genies Great and Small: 21 New Genies of Zakhara


I Hear, and Hearing Obey! The world of the elements unfolds for you, effendi! For a pittance, these marvelous creatures and elemental powers of the Land of Fate shall be revealed to you: Behold 4 elemental gen, minor genies that are servants to their betters! The secrets of a bottled genie template and an exemplar to show its worth! Three true genies...   [click here for more]
Dungeon Masters Guild  $9.99

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Elminster's Ecologies (2e)

Elminster's Ecologies (2e)


"The world is vast and varied, comprising towering mountains, dense jungles, and sprawling seas. There are regions so cold that their snow never melts, others so hot that their rain turns to steam as it touches the ground. "It is this variety of environments that accounts for the variety of life. In my travels I have noted 73 distinct types of pine trees?I estimate the number of fishes...   [click here for more]
Wizards of the Coast  $19.99

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S2 White Plume Mountain (1e)

S2 White Plume Mountain (1e)


White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. This adventure contains background information, referee's notes, player aids, a complete map level, and a cutaway view of the mountain...   [click here for more]
Wizards of the Coast  $7.99

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The Ruins of Myth Drannor (2e)

The Ruins of Myth Drannor (2e)


MYTH DRANNOR, city of glory. We shall not see its like again PERHAPS YOU'VE HEARD ITS SHINING STORY.. of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown...   [click here for more]
Wizards of the Coast  $19.99

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X2 Castle Amber (Basic)

X2 Castle Amber (Basic)


Trapped in the mysterious Castle Amber, you find yourselves cut off form the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? This module contains referee notes, background information, maps, and exploration...   [click here for more]
Wizards of the Coast  $9.99

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Hollow World Campaign Setting (Basic)

Hollow World Campaign Setting (Basic)


THE KNOWN WORLD: IT ISN'T FLAT, BUT IT IS HOLLOW. Within the sphere of the Know World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons-devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying,...   [click here for more]
Wizards of the Coast  $19.99

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O2 Blade of Vengeance (Basic)

O2 Blade of Vengeance (Basic)


You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas?the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume...   [click here for more]
Wizards of the Coast  $8.99

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DLC2: Dragonlance Classics Volume II (2e)

DLC2: Dragonlance Classics Volume II (2e)


You hold in your hands the second in a series of all-in-one reprints of the epic adventures of the Dragonlance saga. This booklet comprises the adventures previously published as Dragons of Ice, Dragons of Light, Dragons of War, and Dragons of Deceit. This 128-page adventure booklet contains everything necessary to play this portion of the epic campaign. Relive the excitement...   [click here for more]
Wizards of the Coast  $9.99

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Storm King's Thunder Emerald Enclave Faction Kit

Storm King's Thunder Emerald Enclave Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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Storm King's Thunder Order of the Gauntlet Faction Kit

Storm King's Thunder Order of the Gauntlet Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $9.99

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Storm King's Thunder Harpers Faction Kit

Storm King's Thunder Harpers Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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Storm King's Thunder Lord's Alliance Faction Kit

Storm King's Thunder Lord's Alliance Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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Storm King's Thunder Zhentarim Faction Kit

Storm King's Thunder Zhentarim Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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Storm King's Thunder Adventurer's League DM Kit

Storm King's Thunder Adventurer's League DM Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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I9 Day of Al'Akbar (1e)

I9 Day of Al'Akbar (1e)


"The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman...   [click here for more]
Wizards of the Coast  $9.99

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HWA3 Hollow World: Nightstorm (Basic)

HWA3 Hollow World: Nightstorm (Basic)


Third Adventure in the Blood Brethren Trilogy. To find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean to the land of the Shahjapur, where moguls hunt tigers, untouchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution...   [click here for more]
Wizards of the Coast  $9.99

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DLE1 In Search of Dragons (2e)

DLE1 In Search of Dragons (2e)


Good, Evil, Neutrality. These three forces exist in a delicate balance, a balance crucial to the harmony of all things. Now that harmony is threatened and all of Krynn is in jeopardy. For reasons unknown, the balance among Krynn's good, evil, and neutral dragons is shifting: A deadly affliction is killing off silver dragons, and no one has seen a bronze dragon in months. What's more, the...   [click here for more]
Wizards of the Coast  $9.99

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DLE2 Dragon Magic (2e)

DLE2 Dragon Magic (2e)


The Moons of Krynn are fading. The alignment forces of Good, Evil, and Neutrality are locked in conflict… and evil seems to be winning! The unnatural machinations of the treacherous Khardra—daughter of Takhisis herself!—have led to a crisis of cosmic proportions. The Heroes journey to the Cloud City Cirulon, heart of the Good Dragon races, there to meet the Astral Dragon himself....   [click here for more]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $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]
Wizards of the Coast  $14.99

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M4 Five Coins For A Kingdom (Basic)

M4 Five Coins For A Kingdom (Basic)


In an instant, the city of Lighthall vanishes from you very midst! In its place come five coins of amazing powers - power to transport you to a realm of fantastic worlds and incredible magic. In this realm, islands float in air and vast armies battle at the brink of oblivion. The return of Lighthall depends on the defeat of one man: the evil enchanter, Durhan the Conqueror. Surrounding himself with...   [click here for more]
Wizards of the Coast  $9.99

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Revenge of the Giants (4e)

Revenge of the Giants (4e)


Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world. Revenge of the Giants is a super-length adventure that...   [click here for more]
Wizards of the Coast  $24.99

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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]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $7.95

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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]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $9.99

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Jakandor, Land of Legend (2e)

Jakandor, Land of Legend (2e)


The battle for Jakandor is joined as two cultures clash--fierce barbarians and powerful wizards who both believe their destiny is to destroy the other! In such struggles legends are forged! Jakandor, Land of Legend brings the epic struggle of the Jakandor ODYSSEY trilogy to its startling climax. The Knorr and the Charonti are embroiled in a blood feud to claim ownership of their island home: Here...   [click here for more]
Wizards of the Coast  $12.99

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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]
Wizards of the Coast  $19.99

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