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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  $4.99

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Forgotten Realms Campaign Set (1e)

Forgotten Realms Campaign Set (1e)


The Forgotten Realms Campaign Set ESD contains two books and four maps. Two of the maps are drawn to provide a general overview of the Realms, running from the Moonshae Isles in the west to the land of Thay in the east, and from the Spine of the World Mountains in the north to the Jungles of Chult in the south. The other two maps are detailed blow-ups of sections of the former maps, covering that...   [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  $4.99

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Cities of Bone (2e)

Cities of Bone (2e)


Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the...   [click here for more]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $9.99

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I3-5 Desert of Desolation (1e)

I3-5 Desert of Desolation (1e)


An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set within the Forgotten Realms. A Campaign Adventure for Character Levels 5-10: Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you & your friends huddle around your...   [click here for more]
Wizards of the Coast  $9.99

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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  $4.99

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AC10 Bestiary of Dragons & Giants (Basic)

AC10 Bestiary of Dragons & Giants (Basic)


Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything...   [click here for more]
Wizards of the Coast  $4.99

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X9 The Savage Coast (Basic)

X9 The Savage Coast (Basic)


What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold...   [click here for more]
Wizards of the Coast  $4.99

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The North: Guide to the Savage Frontier (2e)

The North: Guide to the Savage Frontier (2e)


The Savage Frontier, the Barbaric North, the Cold Wastes, the Uneducated Backyard. These, among many others, are nicknames for the North. This is a land of rabid monsters and ruthless barbarians, where nature is the strongest force for leagues in any direction. The North campaign expansion for the Forgotten Realms setting is the authority on the lands from Daggerford in the south to Ten-Towns in the...   [click here for more]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $7.99

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WG12 Vale of the Mage (2e)

WG12 Vale of the Mage (2e)


There's only one way to get there - through the Barrier Peaks. Once you're there, you are confronted with armed guards, traps both magical and mechanical, and legendary beasts?not to mention the wandering necromancers. Why go in there? Because rulers of neighboring countries have asked you to persuade the Black One to help rout that group of expatriate necromancers. They tried a coup, failed, and...   [click here for more]
Wizards of the Coast  $4.99

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Thunder Rift (Basic)

Thunder Rift (Basic)


CALLING ALL BEGINNER DUNGEON MASTERS AND PLAYERS: IT'S TIME TO LEARN WHAT LIES BEYOND THE DUNGEON! THE GREAT CANYON OF THUNDER RIFT IS FILLED WITH ADVENTURE Now that you've had a taste of treasure hunting, are you ready to discover the road to and from adventure? Enter Thunder Rift and you'll find the excitement that lies outside the dungeon. From the Plunging Cataract Falls to the Keep of the Black...   [click here for more]
Wizards of the Coast  $4.99

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Champions of Mystara: Heroes of the Princess Ark (Basic)

Champions of Mystara: Heroes of the Princess Ark (Basic)


Two maps are of select area of Mystara (Sind and the Serpent Peninsula, far to the west of the KW) and two are of the Princess Ark. The eight cardstock plates have various skyships detailed on them. The "Heroes of the Princess Ark" book summarizes the Dragon Magazine serial, "Voyage of the Princess Ark", and gives information about the skyship, its crew, and campaigns based...   [click here for more]
Wizards of the Coast  $20.00 $9.99

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WG11 Puppets (2e)

WG11 Puppets (2e)


First, you find yourselves in the Gnarley Wood, fending off minions of the evil leprechaun who dwells there. Coming through this episode with flying colors, you continue to the Free City of Dyvers, where there has been a rash of break-ins at several inns. Who is responsible for these crimes? Evidence leads you to believe that a full-sized person can't have committed the burglaries-the apparent...   [click here for more]
Wizards of the Coast  $4.99

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DA4 The Duchy of Ten (Basic)

DA4 The Duchy of Ten (Basic)


The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh,...   [click here for more]
Wizards of the Coast  $4.99

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M5 Talons of Night (Basic)

M5 Talons of Night (Basic)


As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in this area for years past. However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is...   [click here for more]
Wizards of the Coast  $4.99

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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  $9.99

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M2 Vengeance of Alphaks (Basic)

M2 Vengeance of Alphaks (Basic)


Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now he seeks revenge against the human race. The violtile region of Norwold, a perennial battleground between Thyatis and Alphatia, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are...   [click here for more]
Wizards of the Coast  $4.99

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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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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]
Wizards of the Coast  $4.99

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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  $4.99

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OA5 Mad Monkey vs the Dragon Claw (1e)

OA5 Mad Monkey vs the Dragon Claw (1e)


Kara-Tur The Eastern Realms The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited...   [click here for more]
Wizards of the Coast  $4.99

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REF5 Lords of Darkness (1e)

REF5 Lords of Darkness (1e)


The Undead. Denied the eternal rest of Death, cursed to wander the many planes and worlds forever, their very existence a mockery of life they constantly crave yet cannot have. Created by the foulest of magics, they have only one thought, on burning goal: revenge against the living. Or do they? Lords of Darkness is an anthology of short adventures set in various locations in the Forgotten Realms,...   [click here for more]
Wizards of the Coast  $4.99

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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  $4.99

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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]
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  $4.99

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Dragonlance Legends: Time of the Twins

Dragonlance Legends: Time of the Twins


Adapts the first volume of the best selling trilogy. Two years have passed since the War of the Lance. A relative peace has settled on the world. Yet, all is not well in the land of Krynn. An ambitious mage and the beautiful cleric who hopes to save his soul depart on a desperate journey through time that threatens to undo history and bestow godhood to one who craves power over everything else....   [click here for more]
IDW Publishing  $9.99

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WG10 Child's Play (2e)

WG10 Child's Play (2e)


This action-packed adventure module is especially designed to give beginning Dungeon Masters and players help in learning the AD&D game system. But don't be fooled by the title! The adventure is far from easy - in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt! Filled with surprises and excitement, the adventure is still easy to referee...   [click here for more]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $4.99

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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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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  $29.95 $14.99

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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]
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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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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  $14.99

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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]
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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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Force of Nature (3.5)

Force of Nature (3.5)


Earthquakes, tidal waves, and volcanic eruptions have suddenly wracked Porthaven, a city normally known for its mild weather and calm seas. The root of the problem is an arcane machine built to protect the city 300 years ago by extraplanar creatures called modrons. Now the machine has run out of fuel, and it's up to the PCs to obtain more by visiting each of the four elemental planes. Can they get...   [click here for more]
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An Icy Heart (3.0)

An Icy Heart (3.0)


The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn't posed much of a threat or even taken much notice of political events around her. Last week, a king's prophet had a vision of golems made of ice that wouldn't melt smashing through the royal...   [click here for more]
Wizards of the Coast  $0.99

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Stone Dead (3.0)

Stone Dead (3.0)


Petrification is one of the worst possible fates in a fantasy game. As a statue, you're not truly dead, but you're certainly not alive. You're held in stasis for as long as it takes for someone to find you and return you to your normal state. This power is certainly what makes otherwise standard monsters such as the basilisk and cockatrice so feared. How much more frightening is it, then, when the...   [click here for more]
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The Thunder Below (3.5)

The Thunder Below (3.5)


The idyllic mountain village of Sarwin has long been one of the most relaxing and secluded locations in the nation. Situated on the edge of civilization in the shadow of remote forested mountains, this tiny town is an ideal place to retire after a long life of adventuring. Watched over by the benevolent Sarwin family in their nearby castle, it is a place strangely untouched by the barbaric orc tribes...   [click here for more]
Wizards of the Coast  $0.99

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Black Rain (3.0)

Black Rain (3.0)


When the dreaded black rain falls, all those who revere deities or rely on them for power and protection cringe in fear. The black rain forms a wall between the mortal and the divine and thus, when it falls, clerics lose all ability to cast spells and work miracles. Only the foulest of villains would use this opportunity to strike against the near-helpless clerics of an otherwise powerful temple. When...   [click here for more]
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Ill Wind in Friezford (3.0)

Ill Wind in Friezford (3.0)


A new mini-module by Skip and Penny Williams challenges PCs with a haunting adventure. What is the wild hunt? Will the PCs survive their visit to Friezford? Drop this adventure into your campaign in any wilderness setting that contains a former trading route. Suitable for four 14th-level characters. Adventure Preview Introduction What haunts the woods surrounding the...   [click here for more]
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A Frigid Demise (3.0)

A Frigid Demise (3.0)


A new mini-module by Dungeon Master's Guide author Monte Cook introduces us to a wily white dragon named Charasta. Drop A Frigid Demise, into your new Forgotten Realms campaign in the North of Faerûn, or use it in any setting you like. Dragon encounters are traditionally time consuming and difficult to prepare, so save yourself some time time by picking up this challenging...   [click here for more]
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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  $4.99

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Road to Oblivion (3.5)

Road to Oblivion (3.5)


Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Will the PCs aid those in need? Road to Oblivion...   [click here for more]
Wizards of the Coast  $0.99

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Haunting Lodge (3.0)

Haunting Lodge (3.0)


The chill November wind has started to blow and, for many folks out there, that means hunting season has arrived. So, in the "spirit" of the season, Owen K.C. Stephens gives us Haunting Lodge, a miniadventure suitable for four 17th-level characters. This site-based adventure centers around an exclusive getaway for high-powered sportsmen seeking some rather unusual game. Fair warning,...   [click here for more]
Wizards of the Coast  $0.99

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