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 Hottest D&D Classics, Settlement/Urban, Print
 
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AC1 The Shady Dragon Inn (Basic)

AC1 The Shady Dragon Inn (Basic)


The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character...   [click here for more]
Wizards of the Coast  $7.99

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Calimport (2e)

Calimport (2e)


The City of Glory Revealed at Last! "Calimport? I'd sooner dive into Undermountain than risk my ship going to that gods-forsaken city!" "Ah - the fabled City of Glory. Its wonders remain unmatched by any other city across Faerun, e'en Waterdeep, for Calimport does not impede anyone's business due to some overbearing morality." "Walking through Calimport, either among...   [click here for more]
Wizards of the Coast  $12.99

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City Sites (2e)

City Sites (2e)


City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are liekly to visit in any campaign. For instance, within you'll find a smithy run by gnomes; a temple that's home to an orphaned dragon; and a tavern that patrons can't enter until they give the password This book also describes two inns, a singing...   [click here for more]
Wizards of the Coast  $9.99

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City System (1e)

City System (1e)


It is called the City of Splendors: Waterdeep, most populous of the cities of North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the sieges of Dragonspear Castle. Success and death lurk in its shadowed entranceways and dimly -lit streets. Come explore the greatest city of the Realms in this incredible product dealing with urban fantasy adventures....   [click here for more]
Wizards of the Coast  $7.99

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Den of Thieves (2e)

Den of Thieves (2e)


Watch your back! Who stalks the fog-shrouded alleys of the night? Who rules where the City Watch fears to tread? Enter the secret organized underground of thieves, pickpockets, cat burglars, upright men, and kingpins. This 96-page book includes eye-opening details about thieves' guilds, a complete underworld organization, new adventures, and magical items. Also included is a full-color poster...   [click here for more]
Wizards of the Coast  $11.99

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DLT1 New Tales: The Land Reborn (2e)

DLT1 New Tales: The Land Reborn (2e)


The War of the Lance may be over, but the Heroes' jobs have only begun. Returen to the time just after the end of the War, when the land is healing and its peoples are struggling to rebuild their lives. Travel with Tika and Caramon in search of her father, Alleran Waylan. Help a group of kender track down an aging black dragon. Go with Riverwind and Goldmoon to reclaim the settlement of Que Shu....   [click here for more]
Wizards of the Coast  $12.99

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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]
Wizards of the Coast  $12.99

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Hammerfast: A Dwarven Outpost Adventure Site (4e)

Hammerfast: A Dwarven Outpost Adventure Site (4e)


If you're a Dungeon Master looking for an intrigue-laden adventure location that fits easily into your Dungeons and Dragons campaign, this book is for you. The dwarven town of Hammerfast holds enough mystery and peril to keep your players entertained for sessions on end. Hammerfast presents a fully detailed, ready-to-use dwarven town built atop the ruins of an ancient necropolis, along with adventure...   [click here for more]
Wizards of the Coast  $9.99

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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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LC2: Inside Ravens Bluff, The Living City (2e)

LC2: Inside Ravens Bluff, The Living City (2e)


Continue your tour of the Ravens Bluff campaign setting, the brightest spot on the Dragon Reach. Meet Jack Mooney, proprietor, manager, and ringmaster of the Realms' largest circus. Lucky visitors receive invitations to ourParty on Embassy Row, where intrigue and high society collide. Visit Lord Mayor Charles Oliver O'Kane's study for a quick peek at Elminster's notes on Ravens Bluff and environs....   [click here for more]
Wizards of the Coast  $12.99

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LC4: Port of Ravens Bluff, The Living City (2e)

LC4: Port of Ravens Bluff, The Living City (2e)


Ahoy maties! Cast off for adventure with the members of the RPGA Network. Get to know one of the busiest ports of the Sea of Fallen Stars, where adventure awaits on land, at sea, and below the waves. Pirates, honest sailors, smugglers, fishermen, and water creatures rub shoulders with stalwart adventurers bent on exploring the ships in the harbor, businesses on the waterfront, and a few mysteries...   [click here for more]
Wizards of the Coast  $12.99

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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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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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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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The Gothic Earth Gazetteer (2e)

The Gothic Earth Gazetteer (2e)


The Gothic Earth Gazetteer is a complete guide to the people and events that shaped the 1890's. An indispensable reference of any Masque of the Red Death campaign, it contains a wealth of information including: Qabals: A look at nine of Gothic Earth's mysterious qabals, including Van Helsing's Die Wachtern and the mysterious Order of the Crimson Dawn. Headline News: A year-by-year...   [click here for more]
Wizards of the Coast  $9.99

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The Silver Key (2e)

The Silver Key (2e)


Between the settled human lands and the orc-filled mountains rests the barony of Honshar. The residents have grown used to occasional orc raids, but now they find themselves facing a full-scale war. As if that wasn't bad enough, the orcs have kidnapped an important political figure from Honshar, along with a crucial magical item?the Silver Key. Unless the key is recovered, it could be Honshar's undoing....   [click here for more]
Wizards of the Coast  $9.99

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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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ALQ3 A Dozen and One Adventures (2e)

ALQ3 A Dozen and One Adventures (2e)


High Adventure is Your Companion Throughout the Land of Fate! There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame,...   [click here for more]
Wizards of the Coast  $19.99

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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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In the Cage: A Guide to Sigil (2e)

In the Cage: A Guide to Sigil (2e)


Welcome to the Cage! That's Sigil, City of Doors, realm of the Lady of Pain, gateway to all planes and possibilities. It's the most coveted burg in the multiverse, and this tome is the key to unlocking its secrets. Now DMs and cutters alike can discover: Little-known facts about Sigil's sites and personalities A guide to major portals Maps of famous locales, fiendish and...   [click here for more]
Wizards of the Coast  $19.99

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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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The City of Greyhawk (2e)

The City of Greyhawk (2e)


Greyhawk - City of High Culture and Low Life! From the high towers of its grand universities to the rancid alleys of its darkest slums, the City of Greyhawk awaits you. Center of magic and learning in the Flanaess, Greyhawk is also the home of powerful thieves, mighty warriors, traitorous ambassadors, and honest craftsmen. They all await you within the pages of this information-packed boxed set....   [click here for more]
Wizards of the Coast  $19.99

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Uncaged: Faces of Sigil (2e)

Uncaged: Faces of Sigil (2e)


Who's Who... and Who's What Everyone slides through Sigil sooner or later. But plenty of cutters call the Cage home, and it's their shops, trades, and peels that keep the jink flowing - and the bone-boxes flapping. A body's got to know who sells bogus goods, and who'll scrag him (or worse) just for the fun of it. 'Course, the trick is telling friend from foe. In Sigil, a fiery...   [click here for more]
Wizards of the Coast  $16.99

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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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Menzoberranzan: City of Intrigue (4e)

Menzoberranzan: City of Intrigue (4e)


Menzoberranzan: City of Intrigue provides an in-depth exploration of the greatest drow city in the Dungeons & Dragons game and Forgotten Realms campaign setting. It contains all of the information a Dungeon Master needs to run adventures or an entire campaign based in this treacherous city, including descriptions of city locations, drow houses, key organizations,...   [click here for more]
Wizards of the Coast  $14.99

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Neverwinter Campaign Setting (4e)

Neverwinter Campaign Setting (4e)


ADVENTURE IN A REALM OF INTRIGUE Left a desolate ruin after a terrible cataclysm, the city of Neverwinter now rises from the ashes to reclaim its title as the Jewel of the North. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas - any one of which could tear the city apart. If Neverwinter is to survive, it's up to heroes to face down secret cults, sinister...   [click here for more]
Wizards of the Coast  $24.99

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Ravenloft (3.0)

Ravenloft (3.0)


A Domain of Dread A night of eternal terror. A world ruled by fear and horror. Vampires who rule the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft. A World of Gothic Adventure The Ravenloft setting takes one of the classic roleplaying...   [click here for more]
Wizards of the Coast  $14.99

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