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Adventure Anthologies
Monster Weaknesses and Rules Supplements
Spelljammer
Wild Beyond the Witchlight
Icewind Dale: Rime of the Frostmaiden
Tomb of Annihilation... [click here for more] |
Dungeon Masters Guild |
$14.95
|
Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. Somewhere deep below the surface lies the heart of darkness - a corrupting evil that must be stopped before its influence can spread!
An adventure for characters levels 3-6.
Product History
L3:... [click here for more] |
Wizards of the Coast |
$9.99 $8.99
|
This D&D game supplement contains everything you need to run adventures in the exciting world of Eberron, as well as tons of material for your homebrew D&D campaign.
This book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains to challenge heroes... [click here for more] |
Wizards of the Coast |
$21.50
|
Adventure beckons through planar portals...
Beyond the mortal world awaits great peril, power, and adventure. Welcome to the planes!
With this book, you can explore the magical realms of the Feywild, the haunted lands of the Shadowfell, the divine dominions of the Astral Sea, and the savage maelstrom of the Elemental Chaos and the Abyss.
Every plane offers unique adventuring locations... [click here for more] |
Wizards of the Coast |
$18.50
|
The nightmare of Acererak's tomb once again hungers for life! Imagine a place of unspeakable evil. It was built upon hopelessness and filled with unending terror and pain. This loathsome place shattered the life of everyone who ventured near. But through tremendous sacrifice and heroism, over the course of many years, it was finally gutted and its foul creator destroyed. Now... [click here for more] |
Wizards of the Coast |
$17.99
|
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The... [click here for more] |
Wizards of the Coast |
$9.99
|
Marooned on a barren isle? The Island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. It's destruction was so complete that even the location of the island was lost and forgotten. Despite rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again Until now. Through a cruel twist of fate,... [click here for more] |
Wizards of the Coast |
$12.99 $11.69
|
The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of Saltmarsh will never live in peace! "Danger at Dunwater" is the second part in a series of three modules designed and developed in the United Kingdom for beginning... [click here for more] |
Wizards of the Coast |
$7.50
|
Every season has its rituals, each celebration its deeper mysteries...
Book of Seasons: Equinoxes features 20 original adventures for Tiers 1-4, each featuring unique art, from the creators of the Uncaged Anthology, Eat the Rich, and Friends, Foes, and Other Fine Folk. Equinoxes features adventures based on Spring and Autumn themes.
Book of Seasons: Equinoxes includes multiple new monsters,... [click here for more] |
Dungeon Masters Guild |
$47.99
|
Well, here it is: the last D&D supplement. It is with a strange mixture of sadness and relief that I tell you this. My first assignment, fresh out of college, was BLACKMOOR. I came to regard it with a mixture of love and loathing, that has gradually seen the love win out. The loathing grew out of the educational trip that it was for me. They don't teach you in college what to do when the press... [click here for more] |
Wizards of the Coast |
$8.50
|
Well met, traveler! Welcome to the latest in the popular series of guidebooks penned by Volothamp Geddarm. You hold in your hands and overview of the most important inns, taverns, shops, and tourist attractions in the western Heartlands, the coast of which is known as the Sword Coast. These lands begin south of fabled Waterdeep and the Savage Frontier, continue up the northern boarders... [click here for more] |
Wizards of the Coast |
$18.99
|
A TWO TO FOUR-HOUR ADVENTURERS LEAGUE ADVENTURE FOR 5th – 10th LEVEL CHARACTERS
(Click on “Full-size Preview” to view the entire product before purchasing. We are confident you will love what you see, and I appreciate your support!)
“Agents have uncovered several cells of the Cult of the Heir in the Moonsea region. Plan and lead an elite operation to eliminate the cells, but beware...... [click here for more] |
Dungeon Masters Guild |
$19.95
|
Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pit of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and other... [click here for more] |
Wizards of the Coast |
$14.99
|
Note: Maps for this product have been added to the digital file. To receive the scanned maps, please purchase the digital version or digital + print combo.
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,... [click here for more] |
Wizards of the Coast |
$9.99
|
This module was originally used for the Official Advanced Dungeons & Dragons tournament at Origins '79, and is the first in the Competition Series. This module contains a challenging setting as well as an original scoring system and an assortment of pre-rolled characters for adventuring. This module may thus be used for private competition among players, or as a separate, non-scored adventure!... [click here for more] |
Wizards of the Coast |
$6.50
|
Tumblestrum's Tome of Unicorns
Tumblestrum's Tome of Unicorns provides a unique spin on the classic fairytale monster, with over 10 new monsters to brighten your campaigns!
... [click here for more] |
Dungeon Masters Guild |
$14.95
|
The book you now hold in your hand represents new dimensions to an already fascinating game system. This is the third supplement to DUNGEONS & DRAGONS, and was produced as a result of an ever increasing demand for new material. This book also represents a new trend in the fine art of Dungeon Mastering. As originally conceived, D & D was limited in scope only by the imagination and devotion... [click here for more] |
Wizards of the Coast |
$14.99
|
Back for more with Part 4! Welcome to Nerzugal's Dungeon Master Toolkit 4!
This fourth installment in the Dungeon Master Toolkit series comes with 296 pages of Adventures, Dungeons, Puzzles, and Creature stat blocks and over 20 maps to use in your digital tabletop of choice to help run the content contained within.
Why Not Have It All?
If you are interested... [click here for more] |
Dungeon Masters Guild |
$30.00
|
The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her.
Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their... [click here for more] |
Wizards of the Coast |
$9.99
|
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 |
$8.50
|
From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World.
Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From... [click here for more] |
Wizards of the Coast |
$8.50
|
An alphabetical listing of monsters found in ADVANCED DUNGEONS & DRAGONS adventures, including attacks, damage, special abilities, descriptions, and random encounter tables. A must for the serious AD&D game player. This manual contains all the new members, from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the... [click here for more] |
Wizards of the Coast |
$23.99
|
Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important... [click here for more] |
Wizards of the Coast |
$11.50
|
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst. Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure - the fabled Soul Gem. The module was originally written for the Official Advanced Dungeons & Dragons Game Tournament at Wintercon VIII, held... [click here for more] |
Wizards of the Coast |
$6.50
|
This is the first Gazetteer to outline a non-human culture: that of the elves. Herein DMs and players alike will find information on elven society, politics, economics, and culture. Fascinating, first-hand details on the fabulous tree-cities are at last available to adventurers. The pageant of elven life hinted at in previous TSR products such as CM7 "The Tree of Life" is now revealed in its entirety.... [click here for more] |
Wizards of the Coast |
$9.99 $8.99
|
NOTE: The print version of this title does not include spine information.
Welcome to the Land of Vikings. Discover the berserk Jaris of Soderfjord, the Vikings of Vestland, and the fearsome Drakkars of Ostland. The Norther Reaches is a unique complement to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures, including
Separate players'... [click here for more] |
Wizards of the Coast |
$11.50
|
An anthology of eight separate but linked adventures, Tales from the Infinite Staircase takes adventurers to exotic locales throughout the planes. A crossover product meant to be usable with the FORGOTTEN REALMS, this is a great introduction to PLANESCAPE for players unfamiliar with the setting.
Product History Tales From the Infinite Staircase (1998) is that rarest of beasts:... [click here for more] |
Wizards of the Coast |
$16.99
|
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun... [click here for more] |
Wizards of the Coast |
$9.99 $8.99
|
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 the alleys or atop the sabban... [click here for more] |
Wizards of the Coast |
$11.50
|
Neverwinter - A City on the Brink of War
Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes are... [click here for more] |
Wizards of the Coast |
$8.50
|
Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him. A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides... [click here for more] |
Wizards of the Coast |
$9.99
|
A source of inspiration for Dungeon Masters of any level.
This core rulebook for the Dungeons & Dragons Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11–20).
It includes advanced encounter-building tools (including traps and skill challenges), storytelling... [click here for more] |
Wizards of the Coast |
$24.99 $22.49
|
This is the PDF & POD version. If you are looking for the module for the Fantasy Grounds VTT by the EXTREMELY talented Rob Twohy - click here!
Also available in Spanish here!
While traveling along the Long Road, just northeast of Waterdeep, the characters stop at a roadside inn. As they prepare to rest for the night, the party encounters a Tiefling shepherd who claims she is... [click here for more] |
Dungeon Masters Guild |
$12.95
|
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 |
$16.00
|
The 12 Days of Midwinter is a collection of Dungeons & Dragons adventures inspired by the mythology, traditions, and lore of the Winter season. This collection features ~200 pages of adventures designed for every Tier of play, for characters between levels 1 and 20.
Each of the twelve adventures is a setting-agnostic one-shot, which can be run as a stand-alone adventure or dropped... [click here for more] |
Dungeon Masters Guild |
$35.99
|
"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small bat wings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping. "Down below, the students are preparing for their daily barrage of courses in geography,... [click here for more] |
Wizards of the Coast |
$9.99
|
Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives, but also their everlasting souls. Guide to Hell is a comprehensive look at the nature of devils, ways for heroes... [click here for more] |
Wizards of the Coast |
$11.50
|
Note: The table of contents lists the DM's Guide as FOLLOWING the Player's Guide, but the softcover include those pages BEFORE the Player's Guide, an error in the original printing of the book.
Dark is the underworld. Darker are the lands of the Shadow Elves. Far underneath the rugged broken lands, even deeper than the deepest caverns of the trolls, live these pale faced warriors. Their law is that... [click here for more] |
Wizards of the Coast |
$22.00
|
Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story.
For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stand two massive iron doors -- doors without latch,... [click here for more] |
Wizards of the Coast |
$8.50
|
Humans (and other races) call them "halflings," and tend not to take the little folk too seriously. They look like children, so they get treated like children?distrusted, underestimated, or just plain ignored. But there's much more toe the hin (as the halflings call themselves) than petty thievery and childish pranks. They are a tough, mature people, proud of their legacy of centuries of survival... [click here for more] |
Wizards of the Coast |
$11.99
|
A Mystery Drowning in Ancient Evil!
The Highsummer Festival is always the height of revelry across the region, and the little town of Sligal is no different. Games, drinks, and revelry fill the day and bleed into the dusk. All is well until a scream cuts through the night - and a child goes missing.
Now, it’s a race against the clock, paranoia, age-old grudges, and seemingly the shadows themselves... [click here for more] |
Dungeon Masters Guild |
$10.07
|
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 same format as "Supplement... [click here for more] |
Wizards of the Coast |
$8.50
|
The master of Ravenloft is having guests for dinner... and you are invited.
A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and a contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village... [click here for more] |
Wizards of the Coast |
$29.99
|
Orcs? A Gazetteer about Orcs?
Absolutely. And hobgoblins, kobolds, bugbears, gnolls, trolls, goblins, and more! If you think the only good orc is a dead orc, you're in for a surprise. Orcs (and the other humanoids) are more than just anonymous hordes to be slaughtered for easy experience points - they are creatures with personality, culture, likes and dislikes, and a point of view. Find out all about... [click here for more] |
Wizards of the Coast |
$19.99 $17.99
|
An expert set solitaire adventure. For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken... [click here for more] |
Wizards of the Coast |
$6.50
|
Inside this full-color, 132-page anthology you’ll find five best-selling Adventurer’s League quests for level 1-10 characters. Inside are over 20 illustrations, including a half-dozen full-page pieces by the esteemed Andrea Alemanno. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign.
Tier 1 (Level 1-4):
The Cornflower... [click here for more] |
Dungeon Masters Guild |
$24.99
|
All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture,... [click here for more] |
Wizards of the Coast |
$5.99
|
In ancient times, a sorcerer named Keraptis searched for eternal life. Within the magma domes and steam vents of an active volcano, he conducted his arcane experiments. Eventually he faded into legend, and the world heard no more of Keraptis form more than a millennium.
Two decades ago, however, Keraptis reappeared in White Plume. The mountain and its insane lord proved too much for most, but eventually... [click here for more] |
Wizards of the Coast |
$11.50
|
The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and... [click here for more] |
Wizards of the Coast |
$8.50
|
From the storm-lashed rocks west of fabled Evermeet to the Plains of Purple Dust, all the folk of Faerun have heard of the Harpers. Noble fools, some call them. Crazy, misguided meddlers, others say. Still others disagree. "The one true hope of the Realms," said one princess.
"A shining light in the darkness of our lives," agreed a sage. "Pray that it never goes out."... [click here for more] |
Wizards of the Coast |
$12.00
|