Close
Close
Narrow Results
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!











Format
Print   Remove Search Term
Advanced Search

 
 Hottest Print
 
 Hottest Community Print
 
 Newest Titles in This Section
 
 Newest Community Created Titles in This Section
Products found in this section... Sort by: 
 Title    Publisher    Price  
Poor Wizard's Almanac II (Basic)

Poor Wizard's Almanac II (Basic)


This new almanac provides a massive collection of world events for the game year of AC1011. It picks up where the previous almanac ended, wrapping up major plots that started in the game year of AC1010, and starting new ones. Battles, skirmishes, and a host of historical events take place in a world in perpetual development, enough to fill an entire game year! ...   [click here for more]
Wizards of the Coast  $12.00

Add to Dungeon Masters Guild Order  
X11 Saga of the Shadow Lord (Basic)

X11 Saga of the Shadow Lord (Basic)


An insidious peril threatens the peaceful kingdom of Wendar. When a traitor stole the realm's greatest treasure, the magical Elvenstar, disease, drought, and famine struck the land. For the first time in decades, hostile armies were poised to invade Wendar. Yet even greater danger looms. The traitor has delivered the magical gem into the hands of the Shadow Lord, Wendar's greatest foe. This evil...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
X6 Quagmire! (Basic)

X6 Quagmire! (Basic)


Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships...   [click here for more]
Wizards of the Coast  $4.99

Add to Dungeon Masters Guild Order  
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  $8.50

Add to Dungeon Masters Guild Order  
Expedition to the Demonweb Pits (3.5)

Expedition to the Demonweb Pits (3.5)


Visit the Abyss. Meet Demon Lords. Kill Everything. In the heart of the Demonweb, Lolth surveyed the Grand Council Chamber and the demon lords assembled by her invitation. Throaty growls indicated a dispute amond Yeenoghu's pack. Obox-ob's insect swarms chittered while Demogorgon ranted from the central podium. The other emissaries seemed restless. Across the hall, Graz'zt met Lolth's gaze and...   [click here for more]
Wizards of the Coast  $18.50

Add to Dungeon Masters Guild Order  
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]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
CM3 Sabre River (Basic)

CM3 Sabre River (Basic)


You are a guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more...   [click here for more]
Wizards of the Coast  $6.50

Add to Dungeon Masters Guild Order  
Book of Artifacts (2e)

Book of Artifacts (2e)


Incredible magic for all campaigns! The Book of Artifacts will help every adventure reach new plateaus of mystery, danger, and epic excitement. Within these pages is the most complete collection of legendary and obscure artifacts ever assembled for the AD&D 2nd Edition game. Each enigmatic token or powerful relic has a detailed history, special powers that truly fit the theme of the item,...   [click here for more]
Wizards of the Coast  $16.00

Add to Dungeon Masters Guild Order  
Mark of Amber (2e)

Mark of Amber (2e)


Tienne d'Ambreville, the most powerful wizard in all Glantri, is missing and presumed dead. There are some who would like to keep it that way. Only by entering the dreams of a dying Immortal can player characters discover the truth. Meanwhile, a sinister killer stalks the d'Ambreville family, murdering them one by one. Can the heroes identify the killer and solve the mystery before it's too late?...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
Demonomicon (4e)

Demonomicon (4e)


Demons and demon lords for your D&D campaign. Unleash the hordes of the Abyss! Demonomicon presents the definitive treatise on demons and their masters, the demon lords. Whether you’re looking to introduce demons into your D&D campaign or plunge your heroes into the heart of the Abyss, this book has something for you! More than just a maelstrom of chaos and corruption, the Abyss...   [click here for more]
Wizards of the Coast  $16.00

Add to Dungeon Masters Guild Order  
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  $21.00

Add to Dungeon Masters Guild Order  
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]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
FRQ2 Hordes of Dragonspear (2e)

FRQ2 Hordes of Dragonspear (2e)


Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great...   [click here for more]
Wizards of the Coast  $6.50

Add to Dungeon Masters Guild Order  
The Plane Above: Secrets of the Astral Sea (4e)

The Plane Above: Secrets of the Astral Sea (4e)


Climb aboard an astral skiff and set sail for adventure! On the Astral Sea, characters face off against angels, devils, githyanki, and even the gods and their exarchs while exploring dungeons, raiding astral galleons, and establishing themselves as demigods. This game supplement builds on the overview of the Astral Sea presented in the Manual of the Planes game supplement and explores the heavenly...   [click here for more]
Wizards of the Coast  $14.99

Add to Dungeon Masters Guild Order  
CGR2 The Complete Gladiator's Handbook (2e)

CGR2 The Complete Gladiator's Handbook (2e)


From the dusty arenas of Athas comes The Complete Gladiator's Handbook, ready to arm the fiercest Dark Sun campaign antagonist. Numerous new kits, details of the Tyr region's arenas, quick summaries of combat rules, a martial arts system, and suggestions on how to run arena games are within these pages. So gird your weapons-your opponents await! Product History CGR2: The Complete...   [click here for more]
Wizards of the Coast  $12.00

Add to Dungeon Masters Guild Order  
S5 The Dancing Hut of Baba Yaga (2e)

S5 The Dancing Hut of Baba Yaga (2e)


For characters level 7-20. Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner...   [click here for more]
Wizards of the Coast  $7.50

Add to Dungeon Masters Guild Order  
DL15 Mists of Krynn (1e)

DL15 Mists of Krynn (1e)


Krynn - a vast, mysterious planet filled with wonder, beauty, and danger. The home of the best-selling Dragonlance adventures and novels, Krynn is the most popular fantasy role-playing world ever. The Mists of Krynn makes that world even more exciting for Advanced Dungeons and Dragons game players everywhere! Twelve different authors have combined to fill this book with advuntures, new NPCs, and...   [click here for more]
Wizards of the Coast  $9.99

Add to Dungeon Masters Guild Order  
RR3 Van Richten's Guide to Vampires (2e)

RR3 Van Richten's Guide to Vampires (2e)


At last, some means of combating the ultimate undead—vampires—have found their way into print. Within these pages, Dr. Rudolph Van Richten shares his vast background as one of Ravenloft's most formidable lore masters and vampire hunters. Decades of research and experience have been compiled into discussions that define the very nature of these kings of the undead and help put them at a...   [click here for more]
Wizards of the Coast  $18.50

Add to Dungeon Masters Guild Order  
5e Parents' Guide to Classes

5e Parents' Guide to Classes


All proceeds from the sale of this title will be donated to the charity Extra Life for Kids. The Parents’ Guide to Classes provides a new take on the classic 5e classes. Being a parent or caregiver isn’t easy, especially when dragons and goblins abound. So take up arms and protect that which matters most. Our children are no mere NPCs, they are our life, our strength....   [click here for more]
Dungeon Masters Guild  $19.99

Add to Dungeon Masters Guild Order  
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  $8.50

Add to Dungeon Masters Guild Order  
DL13 Dragons of Truth (1e)

DL13 Dragons of Truth (1e)


The key to victory is at hand as the Heroes of Legend set out on their final quest! The port city of Kalaman seems as tranquil as a morning breeze. Yet on the horizon the terrible might of the Dragon Empire rushes unchecked, intent of the city's destruction. Poised now to meet them is the Army of Whitestone with its vaunted Solamnic Knights. The final conflict is at hand. Yet hidden knowledge has...   [click here for more]
Wizards of the Coast  $7.50

Add to Dungeon Masters Guild Order  
Open Grave: Secrets of the Undead (4e)

Open Grave: Secrets of the Undead (4e)


Unearth the Evil! Whispered tales speak of an eldritch tome crafted by necromancers and filled with spine-chilling facts about a vile menagerie of undead horrors - unnatural things known to haunt the gloom-filled corners of the world and beyond. Beware! This is that tome. This supplement for the Dungeons & Dragons® Roleplaying Game explores the origins, tactics, myths, and...   [click here for more]
Wizards of the Coast  $16.00

Add to Dungeon Masters Guild Order  
The Apocalypse Stone (2e)

The Apocalypse Stone (2e)


The end times approach . . . . To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware?it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity...   [click here for more]
Wizards of the Coast  $12.00

Add to Dungeon Masters Guild Order  
RM4 House of Strahd (2e)

RM4 House of Strahd (2e)


Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. Undoubtedly, Strahd...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
DL14 Dragons of Triumph (1e)

DL14 Dragons of Triumph (1e)


The incredible Dragonlancesaga comes to its thrilling conclusion in this high-level adventure. The Heroes face their ultimate challenge as the Queen of Darkness exerts all her might to claim Krynn as her own. Each of six possible endings leads to the defeat of either the Queen or the Heroes, and determines whether Krynn's future is one of light or darkness. This adventure includes an optional...   [click here for more]
Wizards of the Coast  $11.50

Add to Dungeon Masters Guild Order  
Villains' Lorebook (2e)

Villains' Lorebook (2e)


Evil takes many forms in the lands of Faer?n. This book brings all of them out of the darkness and into the light. These are the characters who have tested the mettle of the foremost heroes of the FORGOTTEN REALMS campaign world. They spread chaos and death wherever they venture, ruining whatever they touch. And they're coming to your campaign! Inside this companion volume to Heroes' Lorebook,...   [click here for more]
Wizards of the Coast  $15.00

Add to Dungeon Masters Guild Order  
Adventurer's Vault (4e)

Adventurer's Vault (4e)


Hundreds of new weapons, tools, and magic items for your D&D character. This supplement for the Dungeons & Dragons game presents nearly a thousand magic items, weapons, tools, and other useful items for your D&D character. Whether you’re a player looking for a new piece of equipment or a Dungeon Master stocking a dragon’s hoard, this book has exactly what...   [click here for more]
Wizards of the Coast  $20.00

Add to Dungeon Masters Guild Order  
FMA1 Fires of Zatal (2e)

FMA1 Fires of Zatal (2e)


This first game adventure for the Maztica campaign setting comes from the conclusion to the Maztica novel trilogy. The fate of the Maztica hangs in the balance as gods struggle for mastery of a shattered island. A few heroes must penetrate the great volcano, Zatal, to break the power of the god of war. "On the Night of Wailing, when the creatures of Viperhand come to life, when the great Maztican...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
FR7: Hall of Heroes (1e/2e)

FR7: Hall of Heroes (1e/2e)


The Forgotten Realms fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a tale of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R. A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the Forgotten Realms fantasy world). Until...   [click here for more]
Wizards of the Coast  $11.00

Add to Dungeon Masters Guild Order  
FROA1 Ninja Wars (2e)

FROA1 Ninja Wars (2e)


Behold The Shining Temple of Bishamon! Located above the city of Aru on the island nation of Wa, this shrine is the focus of a great pilgrimage. Every year, thousands of people travel here to celebrate the Ceremony of the Three Thousand Steps. For townsfolk and travelers alike, it is a time of great celebrations and revelry. For Benju Matsutomo, Daimyo of Aru, it is a time of worry and concern....   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
SJS1 Goblin's Return (2e)

SJS1 Goblin's Return (2e)


Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
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  $8.50

Add to Dungeon Masters Guild Order  
DL6 Dragons of Ice (1e)

DL6 Dragons of Ice (1e)


The Dragonlace saga continues! The refugees from Pax Tharkas are safe in the dwarven kingdom of Thorbardin. You are in the ancient port of Tarsis searching for ships to bear them out of the dragonarmy's reach. But nothing in silent Tarsis is as you expected. The sea receded in the Cataclysm; no ship will ever set sail from Tarsis again. Draconians openly roam the deserted city streets. A...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
DL8 Dragons of War (1e)

DL8 Dragons of War (1e)


The Tower of the High Clerist pierces the cold sky. The chill wind blows snowy swirls across Solamnic Knights huddled on the battlements. This is their last stand. Behind the pass they guard sits the gleaming city of Palanthus. The war will be lost if the city falls to the Dragonarmy. All eyes strain south across the rolling plains of Solamnia. The Knights hear the distant thunder of a vast horde...   [click here for more]
Wizards of the Coast  $6.50

Add to Dungeon Masters Guild Order  
IM2 The Wrath of Olympus (Basic)

IM2 The Wrath of Olympus (Basic)


Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison. Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)


Maglubiyet... Blibdoolpoolp... Diinkarazan... Panzuriel.... Such names are whispered in the dark on the far side of midnight, or muttered fearfully around jugs of wine when old, scarred adventurers tell their tales. They are the unseen, unknown things worshipped by monsters and monstrosities. Learn all about the avatars and shamans of giants, goblins, the Underdark - even illithids and beholders...   [click here for more]
Wizards of the Coast  $21.00

Add to Dungeon Masters Guild Order  
DMGR8: Sages & Specialists (2e)

DMGR8: Sages & Specialists (2e)


In the dangerous, fast-paced world of adventuring, knowledge means survival. In a age of legends, even the greatest heroes need technical advisors. Inside Sages & Specialists you'll find ten new NPC specialist classes--from apothecary to seer, from engineer to scribe--each with his own special talents and insights. In addition, this book contains a host of new rules that directly affect the...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
Drow of the Underdark (3.5)

Drow of the Underdark (3.5)


Elegant, Dark, and Deadly. Deep below the surface realm of the Underdark, the drow conspire to subjugate the world in the name of their dread spider goddess. No other race can match their malice and cruelty. No other race holds a candle to their ruthless depravity and thirst for power. Their cities are dark and twisted cradles of treachery and corruption, their myriad schemes a tangled web that snares...   [click here for more]
Wizards of the Coast  $27.38

Add to Dungeon Masters Guild Order  
The Legacy of Raistlin (SAGA)

The Legacy of Raistlin (SAGA)


Those the tower invites may enter, All others...beware! Millennia ago, the Wizards of High Sorcery created five magical Towers to serve as centers of arcane knowledge and to protect their fellowship of sorcerers from those who would see magic destroyed. Throughout the centuries, however, mages across the land of Ansalon were persecuted until today, in the Fifth Age, only one of these remarkable bastions...   [click here for more]
Wizards of the Coast  $10.00

Add to Dungeon Masters Guild Order  
FOR2 The Drow of the Underdark (2e)

FOR2 The Drow of the Underdark (2e)


They are the favorite foes of many a party of adventurers. In these pages, the drow come to life, their culture and powers detailed fully for the first time. This guide presents new rules galore; new spells, new magical items, insight into the mysteries of Lolth, Monstrous Compendium entries for related monsters of the Underdark-and much, much more. Learn all about the drow herein, from the words...   [click here for more]
Wizards of the Coast  $12.00

Add to Dungeon Masters Guild Order  
WGR2 Treasures of Greyhawk (2e)

WGR2 Treasures of Greyhawk (2e)


From lost settlements on the wild shores of the Amedio Jungle to a dragon's lair in the Crystalmist Mountains, this new anthology of AD&D adventures has something for every adventurer. Search for the fabled jewel, the Eye of Nur Dav, or seek a powerful magical item like the Helm of Selnor. You must be on your guard, however, for each of these adventures is designed to test the mettle of...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
Web of the Spider Queen (4e)

Web of the Spider Queen (4e)


Long past are the days when drow ruled over Shadowdale from the Twisted Tower—or are they? Beneath the sleepy farming community, an old evil stirs. The drow and their foul Underdark minions have set eyes on the Dalelands, but to what end is anyone’s guess. Now, it’s up to an unlikely band of adventurers to defend Shadowdale from the drow threat and learn what Lolth and her villainous followers...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
SJA2 Skull & Crossbows (2e)

SJA2 Skull & Crossbows (2e)


Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
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  $17.00

Add to Dungeon Masters Guild Order  
Fantastic Locations: Fane of the Drow (3.5)

Fantastic Locations: Fane of the Drow (3.5)


Fane of the Drow features two double-sided poster maps designed for roleplaying and miniatures skirmish play. An accompanying 16-page adventure can be dropped into any campaign. Enemies consist of creatures from various D&D miniatures. Miniatures skirmish scenarios are included for additional play options, written to allow Dungeon Masters to seamlessly integrate D&D Miniatures into the adventure....   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
X7 The War Rafts of Kron (Basic)

X7 The War Rafts of Kron (Basic)


The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating...   [click here for more]
Wizards of the Coast  $8.50

Add to Dungeon Masters Guild Order  
Age of Mortals (3.5)

Age of Mortals (3.5)


A New Age...For New Heroes In the wake of a devastating Chaos War, the people of Krynn discover a world seperated from the gods who have created and protected their world. The magical orders of the old are rendered powerless. In this time of vulnerability, dragons of immense size and power appear and conquer vast territories. The Age of Mortals is a time of discovery. Secrets both ancient and new...   [click here for more]
Wizards of the Coast  $16.00

Add to Dungeon Masters Guild Order  
Masque of the Red Death and Other Tales (2e)

Masque of the Red Death and Other Tales (2e)


Masque of the Red Death is a new variant of the Ravenloft rules that allows players to explore the macabre world of the 1890's. From the brave cavalryman with his trusty revolver to the mysterious spiritualist and her store of secret knowledge, no one is safe from the horrors of the night. Masque of the Red Death contains everything you need to adventure in the fictional worlds of Edgar Allan Poe,...   [click here for more]
Wizards of the Coast  $21.00

Add to Dungeon Masters Guild Order  
FR16 The Shining South (2e)

FR16 The Shining South (2e)


Far off in the south exist countries of legend. Here live the powerful, reclusive mages of Halruaa, the cheerful halflings of Luiren, and the traders of Durpar and Var the Golden. Come along on a risky visit to Dambrath, a country ruled by an alliance of drow and the priestesses of Loviatar, or to Ulgarth, where the only true coffee in the Realms is grown. Prepare to shop the fabulous markets fo...   [click here for more]
Wizards of the Coast  $11.50

Add to Dungeon Masters Guild Order  
FOR6 The Seven Sisters (2e)

FOR6 The Seven Sisters (2e)


Beautiful, powerful, mysterious, and deadly, the silver-haired Seven Sisters are legendary throughout the Forgotten Realms. One rules the city of bards, Siverymoon. Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor....   [click here for more]
Wizards of the Coast  $12.00

Add to Dungeon Masters Guild Order  
Displaying 251 to 300 (of 386 items) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  [Next >>] 
Select Page Number