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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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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

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FOR4 The Code of the Harpers (2e)

FOR4 The Code of the Harpers (2e)


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

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FOR5 Elves of Evermeet (2e)

FOR5 Elves of Evermeet (2e)


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

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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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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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Forbidden Lore (2e)

Forbidden Lore (2e)


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  $19.99

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Forest Maker (2e)

Forest Maker (2e)


Most adventurers know better than to listen to rumors. But when the rumors speak of a magical forest blooming deep in the burning stretch of the Alluvial Sand Wastes, even the most battle-hardened gladiator takes notice. A mysterious summons has gone out to the humans and demihumans of the Tyr region, luring them to the new forest and promising Athas' salvation. Now your characters have heard the call...   [click here for more]
Wizards of the Coast  $11.50

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Forged in Battle

Forged in Battle


Master the New Sublime Way Inspired by the works of the Tome of Battle: Book of Nine Swords, Forged in Battle explores nine new martial disciplines from their inception to their current incarnations. Over 75 combat maneuvers utilize the Superiority die mechanic introduced from the Battle Master Fighter, along with...   [click here for more]
Dungeon Masters Guild  $28.95

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Forgotten Realms Campaign Guide (4e)

Forgotten Realms Campaign Guide (4e)


Dark perils and great deeds await! Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure, a land...   [click here for more]
Wizards of the Coast  $24.99

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Forgotten Realms Player's Guide (4e)

Forgotten Realms Player's Guide (4e)


The complete guide for building Forgotten Realms characters! Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Player’s Guide presents this...   [click here for more]
Wizards of the Coast  $25.00

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Four From Cormyr (2e)

Four From Cormyr (2e)


The kingdom of Cormyr is a land of law and order, a country populated by citizens who live good lives and treat their neighbors well. If you think these characteristics make Cormyr unexciting and uninviting place...think again. Despite the ever-present Purple Dragon soldiers and War Wizards who are charged with keeping the kingdom safe from treachery and greed. Cormyr is a place where evil lurks in...   [click here for more]
Wizards of the Coast  $13.50

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FR14 The Great Glacier (2e)

FR14 The Great Glacier (2e)


"A village is only as livable as its surroundings. We are caretakers not only of our homes, but of our world." -Inum Strange sentiments, perhaps, from one who lives in what many perceive as a frozen wasteland, but the philosopher Inum speaks for the Ulutiun people of the Great Glacier. Their tribes share that icy landscape with arctic dwarves who enjoy sunbathing, sled-animals that...   [click here for more]
Wizards of the Coast  $11.50

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FR15 Gold & Glory (2e)

FR15 Gold & Glory (2e)


The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer a call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame. Gold & Glory describes the mercenary companies of the Forgotten Realms Campaign Setting. The famous and the infamous are detailed within:...   [click here for more]
Wizards of the Coast  $8.50

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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]
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FR3 Empires of the Sands (1e)

FR3 Empires of the Sands (1e)


In the southeast corner of Faerûn, a thousand miles south of Waterdeep on the great Trade Way road, lie three lands known collectively as the Empires of the Sands. They are harsh lands that have produced tough people—proud, fierce, and hardworking. The Empires of the Sands are now fully detailed for your role-playing campaign. The cultures, personalities, economies, cities, towns, and wilderness...   [click here for more]
Wizards of the Coast  $17.99

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FR5 The Savage Frontier (1e)

FR5 The Savage Frontier (1e)


North of Waterdeep, the land is cold, vast, and forbidding. The Trackless Sea stretches northward for what seems like forever, interrupted only by the occasional island and, eventually, the ice. On land, towns and villages flourish right up to the Spine of the World Mountains. It takes a special kind of person to live up here, a determined person used to hardship, a survivor—one with a great love...   [click here for more]
Wizards of the Coast  $8.50

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FR6 Dreams of the Red Wizards (1e)

FR6 Dreams of the Red Wizards (1e)


The Red Wizards of Thay, as cruel and horrible as they are powerful, they have ruled their eastern realm for as long as any sage can remember. They can be powerful allies, or deadly enemies. The Red Wizards know the darkest secrets of the strongest magic, and will sell their skills to the highest bidder. Thay is a land of slavers and tyrants, of intrigue and murder, of danger and opportunity. In this...   [click here for more]
Wizards of the Coast  $8.50

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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

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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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Friends, Foes and Other Fine Folks

Friends, Foes and Other Fine Folks


Friends, Foes and Other Fine Folks is a collection of NPCs who represent the diverse community that plays 5th edition dungeons and dragons. This includes, but is not limited to, representations of various genders, races, physical characteristics, orientations, personalities and disabilities. What's inside? 58 non-player characters for 5th edition dungeons and dragons....   [click here for more]
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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]
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FRQ1 Haunted Halls of Eveningstar (2e)

FRQ1 Haunted Halls of Eveningstar (2e)


Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King\'s Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the...   [click here for more]
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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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Fun with Planes (D&D Campaign)

Fun with Planes (D&D Campaign)


Always wanted to visit the Planes? Fun with with Planes is an adventure for 5th Edition, want to try it? the first chapter is FREE and can be found as: 'Fun with Planes Introduction Adventure'. This is a D&D campaign designed for 1st to 12th level characters, but could easily work for other systems too. Close to 300 pages, it will transport you through at least seven Planes,...   [click here for more]
Dungeon Masters Guild  $35.00

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G1-3 Against the Giants (1e)

G1-3 Against the Giants (1e)


Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This material was originally published as three separate...   [click here for more]
Wizards of the Coast  $9.99

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GA2 Swamplight (2e)

GA2 Swamplight (2e)


The city of Chala, nestled banks of the Leal river, has prospered for generations. But now the city faces misfortune, pestilence, and decay, because the icon which brought it prosperity has been stolen. All the clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered,...   [click here for more]
Wizards of the Coast  $4.99

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GAZ1 The Grand Duchy of Karameikos (Basic)

GAZ1 The Grand Duchy of Karameikos (Basic)


This is the first in a series - a completely new concept in gaming aids for the Dungeons & Dragons game system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Grand Duchy of Karameikos. Entries on (and maps of) the major cities and towns, as well as biographical entries on the important figures in the Duchy, will aid the DM in preparing...   [click here for more]
Wizards of the Coast  $9.99

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GAZ10 The Orcs of Thar (Basic)

GAZ10 The Orcs of Thar (Basic)


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

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GAZ11 The Republic of Darokin (Basic)

GAZ11 The Republic of Darokin (Basic)


"He who has the gold makes the rules." --An old Darokinian saying. In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations. In fact, the Darokinians have thrived over the years, establishing themselves as...   [click here for more]
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GAZ12 The Golden Khan of Ethengar (Basic)

GAZ12 The Golden Khan of Ethengar (Basic)


Ethengar is a vast grassy plain, offering little protection from either the bitter winds of winter or the blistering sun of summer. This rough land tests the people who live on it every day, and those who survive that test grow strong and hardy. It is a land of warrior horsemen, as fierce and deadly as they are skilled. Once a multitude of warring tribes, the people of Ethengar have united under...   [click here for more]
Wizards of the Coast  $25.99

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GAZ13 The Shadow Elves (Basic)

GAZ13 The Shadow Elves (Basic)


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

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GAZ14: The Atruaghin Clans (Basic)

GAZ14: The Atruaghin Clans (Basic)


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

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GAZ2 The Emirates of Ylaruam (Basic)

GAZ2 The Emirates of Ylaruam (Basic)


This is the second in a series - a completely new concept in gaming aids for the DUNGEON & DRAGONS Game System. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on...   [click here for more]
Wizards of the Coast  $14.99 $13.49

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GAZ3 The Principalities of Glantri (Basic)

GAZ3 The Principalities of Glantri (Basic)


"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

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GAZ4 The Kingdom of Ierendi (Basic)

GAZ4 The Kingdom of Ierendi (Basic)


To some it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid. The Kingdom of Ierendi comprises ten islands, each with a specific attraction for the adventure-seeking visitor....   [click here for more]
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GAZ5 The Elves of Alfheim (Basic)

GAZ5 The Elves of Alfheim (Basic)


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

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GAZ6 The Dwarves of Rockhome (Basic)

GAZ6 The Dwarves of Rockhome (Basic)


Dwarves have a reputation that is both good and bad. On the good side, they are known as loyal, hard-working, dependable, and fierce defenders of their homes. On the other side, they are condsidered...well, a little dull. No longer. The Dwarves of Rockhome, the latest Gazetteer for the DUNGEONS & DRAGONS games system, gives you a complete, in-depth look at a vibrant, living, anything-but-dull...   [click here for more]
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GAZ7 The Northern Reaches (Basic)

GAZ7 The Northern Reaches (Basic)


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]
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GAZ8 The Five Shires (Basic)

GAZ8 The Five Shires (Basic)


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]
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GAZ9 The Minrothad Guilds (Basic)

GAZ9 The Minrothad Guilds (Basic)


Life in Minrothad is one of the sea. The vast oceans are tied up in everything the people do, from their livelihoods to their recreation to their stories and songs. The sea is also their defender. Surrounded on three sides by Ierendi, Karameikos, and mighty Thyatis, Minrothad has developed the art of naval trade to its highest form in the Known World. The Minrothad Guilds, the latest Gazetteer...   [click here for more]
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Gem Dragons of Faerûn

Gem Dragons of Faerûn


"Eldenser is a wyrm of impossible age. His decrepit body lies a crypt in Waterdeep's City of the Dead, his lavender scales slowly fading to milky white in his deathlike stasis...." Crystal, amethyst, sapphire, emerald, topaz, and the Ruby Dragon Sardior himself--gem dragons have been part of D&D since the earliest days. Ed Greenwood says: "There's something cool about...   [click here for more]
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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]
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Ghosts of Dragonspear Castle (D&D Next)

Ghosts of Dragonspear Castle (D&D Next)


Ghosts of Dragonspear Castle is a D&D Next preview and mini-campaign comprised of four thrilling adventures, designed to advance characters from 1st level to 10th level. The book also contains everything a Dungeon Master needs to run the adventures, including D&D Next game rules developed during the massive public playtest, monster statistics, spell descriptions, magic item descriptions,...   [click here for more]
Wizards of the Coast  $42.19

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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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Grand History of the Realms (3.5)

Grand History of the Realms (3.5)


Please note: This document is a scanned image and might contain some blurring of text in spots. ***** All of Toril, and especially Faerûn, is rich in history. As the eons have passed, empires have risen and fallen all around the world. This chronology presents the history of the FORGOTTEN REALMS setting in all its glory. We’ve brought together information from dozens of sources to provide the...   [click here for more]
Wizards of the Coast  $16.99 $13.99

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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]
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Greyhawk: The Adventure Begins

Greyhawk: The Adventure Begins


REDISCOVER THE BIRTHPLACE OF ADVENTURE! The year is 591 CY. The World of GREYHAWK has changed a lot, as nations topple and leaders plot. Whole realms are "lost"; others have crumbled; still others have advanced, becoming new powers in the Flanaess. So where are you going to find all the news? And more to the point, where in the City of Greyhawk can you find some iinteresting...   [click here for more]
Wizards of the Coast  $19.99

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Guide to Hell (2e)

Guide to Hell (2e)


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

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H1 Bloodstone Pass (1e)

H1 Bloodstone Pass (1e)


This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless,...   [click here for more]
Wizards of the Coast  $9.99

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