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The Planes of Law are home to the baatezu, one of the most powerful and terrifying of all monster races!
This new campaign expansion provides all the information necessary for player characters to experience five never-before-explored planes. More than 200 pages detail the lawful-aligned planes of Mount Celestia, Baator, Acheron, Mechanus, and Arcadia, showing the Dungeon Master how to work them into... [click here for more] |
Wizards of the Coast |
$9.99
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On the Great Ring, six planes lie in direct opposition. Above looms the triad of Good, holding fast against the tide of corruption. Below lurks the triad of Evil, stained red by the eternal Blood War. Both resist the pull of Law and Chaos. Any berk who calls them "neutral" planes has never experienced their full extremes! Dare to enter the conflict and find:
Two 64-page books describing each plane... [click here for more] |
Wizards of the Coast |
$9.99
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In the Outer Planes, a holy sword can be a fiend's best friend, especially when the owner wants it back? Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed... [click here for more] |
Wizards of the Coast |
$4.99
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You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins... [click here for more] |
Wizards of the Coast |
$4.99
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Welcome to the Cage, friend.
You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've... [click here for more] |
Wizards of the Coast |
$4.99
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I've seen it happen too many times. A berk finds out how much damage it takes to kill a fiend and figures that's all he needs. Then he heads off to the Lower Planes—and is never heard from again. When will these leatherheads learn? The fiends aren't just lists of numbers. They're creatures that think, eat, dream, breed, struggle, and evolve—in short, creatures that live. They're part of a larger... [click here for more] |
Wizards of the Coast |
$9.99
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Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action. Every sod's got a tale to tell about... [click here for more] |
Wizards of the Coast |
$4.99
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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] |
Wizards of the Coast |
$4.99
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Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike... [click here for more] |
Wizards of the Coast |
$4.99
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