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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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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
|
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
|
This is the PDF & Print version of this title. For the Fantasy Grounds version by Rob Twohy click here.
Rarities of the Realms collects a wide variety of races, classes, backgrounds, and feats previously published across several products by author Travis Legge. Within these pages, you will find:
9 playable races
over 30 subrace options
over... [click here for more] |
Dungeon Masters Guild |
$27.95
|
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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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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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
|
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
|
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
|
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
|
It's just a bad dream - a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped... [click here for more] |
Wizards of the Coast |
$13.99
|
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
|
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
|
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
|
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
|
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 |
$8.50
|
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
|
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
|
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 |
$11.99
|
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
|
Est Sularus oth Mithas: My Honor is My Life. For the young men who have gathered at the High Clerist's Tower, those words mean one thing: Knight of Solamnia. For some, knighthood is just around the corner. For others, there will be only failure and the shameful return home. Whatever the eventual outcome, all of the candidates bear those words in their hears. Eagerness and anticipation fill the... [click here for more] |
Wizards of the Coast |
$4.99
|
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
|
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
|
Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them. This module contains background information, a large-scale referee's map with... [click here for more] |
Wizards of the Coast |
$6.50
|
Near the western edge of the Vast Swamp, a star has fallen from the sky. This miraculous and terrifying event was seen by many across Faerûn, and astronomers from numerous traditions toiled vigorously to calculate the portents the rare omen foretold. It is left up to the adventurers to venture into the Vast Swamp in order to discover the truth of this amazing celestial event. Can they find the answers... [click here for more] |
Dungeon Masters Guild |
$13.95
|
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 |
$28.00
|
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 |
$11.99
|
The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake? The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic... [click here for more] |
Wizards of the Coast |
$6.50
|
A memorable passage from The Art of the Dragonlance Saga explains the saga's birth in 1984:
"The god who began to envision the possibility of this world in his mind was the God of Marketing. This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS? game wanted more dragons."
And... [click here for more] |
Wizards of the Coast |
$49.99 $29.99
|
The Great Mage Cheiromar, known as Aglahund the Mighty, is said to be buried under the Leaning Stone atop Galzar's Crag. One of his apprentices, Ulthorn, has been discovered dead in an aperture of the Leaning Stone - a doorway that locals swear has never been there before! You must discover how Ulthorn died and the mystery of the Leaning Stone. In the process, you may find yourself at the Endless... [click here for more] |
Wizards of the Coast |
$4.99 $4.49
|
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 you need.... [click here for more] |
Wizards of the Coast |
$20.00
|
The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal... [click here for more] |
Wizards of the Coast |
$9.99 $8.99
|
Note: The softcover version of this title does not include a foldout map. To receive the maps, please purchase the print and digital combo.
The Horror Continues... A new era in horror role-playing began with the introduction of the RAVENLOFT boxed set. Combining the best elements of fantasy adventures with spine-tingling techniques of gothic... [click here for more] |
Wizards of the Coast |
$16.00
|
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
|
For many years, Evermeet has remained a mystery, known only as the elves' place of refuge. So far, details about the island itself, its geography, and society have been sketchy. It is known that Evermeet is protected by illusory magic, that ships lose their way or vanish mysteriously if they approach the isle, and that the elven navy is the finest in the Realms. Some sources have revealed, or... [click here for more] |
Wizards of the Coast |
$14.00
|
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
|
Before the War of the Lance, Flint Fireforge returned to his place of birth, the dwarven town of Hillhome. There, he uncovered a fiendish plot and used his magical battle axe to stop evil dwarves from destroying his home. The axe was destroyed in Flint's final battle with the leader of the evil forces.
Or was it?
Now, rumors are circulating that Flint's axe has been seen around Hillhome. It is up... [click here for more] |
Wizards of the Coast |
$4.99
|
Golden Huzuz, the City of Delights, is the "heart of the heart" of the enlightened lands.
It is the religious and political center of Zakhara and, say its inhabitants, the most beautiful city in the entire world. But beneath the beauty lies mystery, for the court of the Grand Caliph is as full of intrigue as the Grand Bazaar is full of adventures waiting to happen.
Come, explore the delights and... [click here for more] |
Wizards of the Coast |
$15.99
|
I know now the shape of madness, of ravening insanity, and it is me! I dread the waxing of the moon, yet how can I flee from time itself? The hour of transformation is at hand, and my heart surges in bloodlust! —The Cry of a Werewolf
Werebeasts: men and women who assume the shape of animals. In this volume, Dr. Rudolph Van Richten—Ravenloft's eminent expert on the horrific—exposes the... [click here for more] |
Wizards of the Coast |
$13.50
|
A bar room brawl? No big deal. Except when it starts on the Abyss—and the brawlers are a deva and a bebilith! The deva: A celestial champion who serves the cause of ultimate Good. The bebilith: A nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize. What terrible secret connects these two beings? And what does it all... [click here for more] |
Wizards of the Coast |
$8.50
|
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
|
Enter a Realm of Enchantment
When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of... [click here for more] |
Wizards of the Coast |
$8.50
|