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X10 Red Arrow, Black Shield (Basic)

X10 Red Arrow, Black Shield (Basic)


A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D...   [click here for more]
Wizards of the Coast  $8.50

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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

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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  $28.00

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Storm King's Thunder Order of the Gauntlet Faction Kit

Storm King's Thunder Order of the Gauntlet Faction Kit


Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been...   [click here for more]
Wizards of the Coast  $4.99

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FOR7 Giantcraft (2e)

FOR7 Giantcraft (2e)


As Kiruna reached the mouth of the cavern, she realized the heat was emanating from two towering braziers, one on either side of the entrance. Deep gouges - now she could see they were runes, of ancient origin - ringed their bases and rims, their lines and curves carved by instruments far larger than any she could wield. Her eyes adjusted slowly to the darkness within the stone giants' home....   [click here for more]
Wizards of the Coast  $11.00

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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  $30.99

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Undermountain: Stardock (2e)

Undermountain: Stardock (2e)


Had I not seen the chaos that ensued,I would never have believed the tale Shadowdale's sage wove for me that day...Who would have believed that anything had the power to rip Halaster Blackcloak bodily from his Undermountain? Who again could predict the maelstrom of dangers that a dungeon gone made would unleash upon an unsuspecting Realms? It is thanks to the brave and noble souls who dared reach...   [click here for more]
Wizards of the Coast  $6.50

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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  $10.99

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Tome of Brutal Tactics

Tome of Brutal Tactics


Tome of Brutal Tactics is a collection of combat options for use with Dungeons & Dragons. This booklet is a collection of feats, features, optional rules and expanded class options to help bring brutal combat to life in your campaign. Whether taking down vampire spawn with the Decapitation maneuver, making a Called Shot against a cultist of Elemental Evil, feeling an Adrenaline...   [click here for more]
Dungeon Masters Guild  $7.99

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Grasp of the Crooked Coven: The Complete Campaign

Grasp of the Crooked Coven: The Complete Campaign


Grasp of the Crooked Coven A level 1-5 campaign of fey whimsy & terror Grasp of the Crooked Coven is a campaign that includes both a setting guide and adventure path for Dungeons & Dragons 5th Edition. This campaign compiles all of the information contained in the individual GCC supplements and adventures into one product. Chapter one contains all the information...   [click here for more]
Dungeon Masters Guild  $35.00

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Genies Great and Small: 21 New Genies of Zakhara

Genies Great and Small: 21 New Genies of Zakhara


I Hear, and Hearing Obey! The world of the elements unfolds for you, effendi! For a pittance, these marvelous creatures and elemental powers of the Land of Fate shall be revealed to you: Behold 4 elemental gen, minor genies that are servants to their betters! The secrets of a bottled genie template and an exemplar to show its worth! Three true genies...   [click here for more]
Dungeon Masters Guild  $9.99

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Masters of Eternal Night (2e)

Masters of Eternal Night (2e)


"Rock, and dark, and time not passing." I walk through darkness and a land frozen in the grip of winter. Everywhere frigid gusts of wind send icy needles at my face. I do not even flinch anymore; the pain reminds me that I yet live. I can feel them - their alien thoughts twirling about my mind. They wish me to serve, but I will not . not yet. In Masters of Eternal Night, adventurers travel across...   [click here for more]
Wizards of the Coast  $14.99

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Dead in the Eye (4e)

Dead in the Eye (4e)


SHOW THIS BEHOLDER WHO’S BOSS The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This DUNGEONS & DRAGONS® Roleplaying Game adventure,...   [click here for more]
Wizards of the Coast  $7.00

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Ravenloft Player's Handbook (3.5)

Ravenloft Player's Handbook (3.5)


Step into the Darkness Within the darkness, terror reigns. Vampires rule the night. Shapeshifters howl beneath the gibbous moon. Ancient evil and new-made ghosts and ghouls prey upon a populace ruled by fear. Yet within the darkness glows a light - a few brave souls who stand against the evil. Have you the courage to join their struggle? Gothic Adventure in the Domain of Dread The Ravenloft Player's...   [click here for more]
Wizards of the Coast  $55.99

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DA2 The Temple of the Frog (Basic)

DA2 The Temple of the Frog (Basic)


Green Death... That's what old hands call the Great Dismal Swamp. For centuries, this tangled maze of sluggish watercourses, stagnant ponds, and festering marshes has defended Blackmoor's southwestern frontier. Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustrophobic corridors. Among those who have dropped from sigh in this arboral hell is...   [click here for more]
Wizards of the Coast  $9.99

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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  $43.99

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FR8 Cities of Mystery (2e)

FR8 Cities of Mystery (2e)


Dungeon Delving can be delightful. Wandering in the wilderness is a wonderful way to pass the time. But for the ultimate in opportunity, intrigue, and unexpected danger, try visiting the nearest village, town, or city. A city is much more than a rest stop, a watering hole, or a placee to but equipment. Any community, from the smallest hamlet ot the most crowded medievial metropolis, offers adventuring...   [click here for more]
Wizards of the Coast  $11.50

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PC3 Creature Crucible: The Sea People (Basic)

PC3 Creature Crucible: The Sea People (Basic)


. . . And you thought you knew everything about the good, old D&D game world! The Sea of Dread is home to not one, but several aquatic nations. There, underneath the surface, lie mysterious caverns, submerged cities never explored by surface folk, shipwrecked remnants of historic naval battles, and countless frightening guardians of the deep. Discover the power of the Kna, meet the kind...   [click here for more]
Wizards of the Coast  $22.99

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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

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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

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UK7 Dark Clouds Gather (1e)

UK7 Dark Clouds Gather (1e)


Storms frequently blow from the Cloudscape Mountains, but never one like this: For weeks it has hung over the peaks, casting its dark shadow across the land. Its huge black clouds billow and writhe in an effort to smother the sun. Once so picturesque and enchanting, the Cloudscape Mountains have taken on a sinister appearance.   Fear now stalks the land. A malignant entity is...   [click here for more]
Wizards of the Coast  $9.99

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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  $25.99

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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 fountain,...   [click here for more]
Wizards of the Coast  $8.50

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M1 Into the Maelstrom (Basic)

M1 Into the Maelstrom (Basic)


Alphatia, the most ancient empire, land of arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge...   [click here for more]
Wizards of the Coast  $10.99

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C3 The Lost Island of Castanamir (1e)

C3 The Lost Island of Castanamir (1e)


It is terribly cold. You swam for your life to this mysterious island, losing most of your provisions in the process, only to find it barren of all but grass. A biting wind from the north drives through your wet clothes, chilling you to the bone. Night is falling and promises even colder temperatures; you wish this place had even a bush to burn as firewood. Your stomach has just begun to complain...   [click here for more]
Wizards of the Coast  $9.99

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Castles (2e)

Castles (2e)


Inside you'll discover a "King's Ransom" in Castles and Accessories! EXPLORE THREE SPECTACULAR CASTLES... "Darkhold" in the Forgotten Realms setting: Towering stronghold of the nefarious Black Network "Drungar" in the Dragonlance setting: Bastion of defense against Thenol's undead armies. "Hart" in Greyhawk setting: A paladin's shining, star shaped fortress. See each castle brought to life in its...   [click here for more]
Wizards of the Coast  $18.99

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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, you'll...   [click here for more]
Wizards of the Coast  $15.00

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Rules Compendium (3.5)

Rules Compendium (3.5)


All the Rules of the Game... in One Awesome Book Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? This supplement takes all of the roleplaying game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters alike. In addition to presenting...   [click here for more]
Wizards of the Coast  $20.99

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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

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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

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Glantri: Kingdom of Magic (2e)

Glantri: Kingdom of Magic (2e)


New ways of wizardry - yours to command! There's something unique about a land where wizards rule. Marvels abound. Glamour tantalizes. Dangers await, cloaked in illusion. Whether a hero chooses to wield magic or steel, conjuring up adventure becomes as easy as a walk through the rolling hills of Nouvelle Averoigne - or one of the other dozen principalities that make up this remarkable land....   [click here for more]
Wizards of the Coast  $16.00

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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

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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

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X12 Skarda's Mirror (Basic)

X12 Skarda's Mirror (Basic)


It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached...   [click here for more]
Wizards of the Coast  $4.99

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FOR1 Draconomicon (2e)

FOR1 Draconomicon (2e)


The creatures of lore and legend-of myth and mystery - only the dragons know the answers to the secrets and ciphers that surround them. But brave adventuring souls who have gone before have left behind clues and epistles with valuable information for anyone in pursuit of dragons. This tome is a compilation of the lifetime efforts of numerous dragon-hunting adventurers, presented to those who crave...   [click here for more]
Wizards of the Coast  $9.99

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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

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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

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I7 Baltron's Beacon (1e)

I7 Baltron's Beacon (1e)


A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. To solve the mysteries of "Baltron's Beacon," the characters must...   [click here for more]
Wizards of the Coast  $8.99

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HWR2 Kingdom of Nithia (Basic)

HWR2 Kingdom of Nithia (Basic)


MAGIC AND MYSTERY The Nithians have long been the stuff of legend on the outer world; they are a little less mysterious in the Hollow World. Ruled by powerful pharaohs, said by some to be Immortals in mortal form, they are the most changeless of all the cultures in this realm. What are the fabled powers of the Nithian pyramids? Is there still a relationship between the Haptans and the Tanagoro tribes?...   [click here for more]
Wizards of the Coast  $8.50

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Adam's Wrath (2e)

Adam's Wrath (2e)


There are some things that mere mortals were never meant to know. . . . In the domain of Lamordia, Doctor Victor Mordenheim created Adam?cobbling the creature together from parts of human corpses. Now, years later, Adam wants revenge. Adam wants Elise, Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves...   [click here for more]
Wizards of the Coast  $10.99

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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  $8.50

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Dragon Kings (2e)

Dragon Kings (2e)


Explore the 10th level of magic Only the most powerful characters are destined to rule Athas. Warriors with vast armies of followers campaign for glory; rogues become masters of illusory magic to further their deadly schemes; spellcasters who can also master psionics open whole new tomes of magic available only to them - the most powerful spells ever! And not only do they gain greater...   [click here for more]
Wizards of the Coast  $16.00

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M3 Twilight Calling (Basic)

M3 Twilight Calling (Basic)


Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alphaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa,...   [click here for more]
Wizards of the Coast  $8.99

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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

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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 lives...   [click here for more]
Wizards of the Coast  $8.99

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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

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Council of Spiders (4e)

Council of Spiders (4e)


Lolth’s avatar has come to Menzoberranzan, declaring the god’s intent to spin a Demon Weave and gain control of arcane magic. The drow rush to aid her by retrieving ancient artifacts and channeling their power to Lolth. But in Menzoberranzan, the City of Intrigue, nothing is ever as simple as it seems. The Council of Spiders demands representation for wizards on the Ruling Council of the drow theocracy....   [click here for more]
Wizards of the Coast  $6.99

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Ruined Kingdoms (2e)

Ruined Kingdoms (2e)


Please note that the softcover book does not come with a foldout poster map. The digital version includes a PDF of the map divided so it can be printed on a home printer. Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle...   [click here for more]
Wizards of the Coast  $12.00

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WGM1 Border Watch (2e)

WGM1 Border Watch (2e)


Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall...   [click here for more]
Wizards of the Coast  $4.99 $4.49

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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  $17.99

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