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Nine hundred years ago, the Dark Ages ended. But a new and terrible age then began, one of great conflicts: brutality and heroism, terror and courage, glorious victory and disastrous defeat. Western Europe turned its eyes eastward toward the Holy Land and moved to take it from the Saracens. But the forces of Islam would have none of this, and under the call of jihad they arose to meet the invaders.... [click here for more] |
Wizards of the Coast |
$9.99
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Marco Volo: Departure is the first volume of the Marco Volo trilogy, designed for four to eight player characters of levels 6 to 8. This free-wheeling adventure begins with an intrigue-laden journey from Waterdeep to Shadowdale. The party is thrown into the company of one Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. In his guise of Marco, he gains unintentional... [click here for more] |
Wizards of the Coast |
$4.99
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And so I found myself learning about a folk that I had never heard described even in rumors. These halflings are an ancient people-in fact, they gave a new definition for "ancient." Their race is older than any other on Athas. They remember times before the Warbringer, before magic, and before the advent of the Way. -The Wanderer's Journal To the west of Tyr, the proud strongholds of the... [click here for more] |
Wizards of the Coast |
$4.99
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Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history.
More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the... [click here for more] |
Wizards of the Coast |
$9.99
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From Waterdeep to Thay, from the Great Glacier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious—anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the Dalelands... [click here for more] |
Wizards of the Coast |
$9.99
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 For centuries, the Silvanesti elves remained aloof from the rest of Krynn. Many times they retreated to their sacred forest, taking no part in world events until some outside force invaded their sanctum. Soon after Chaos ascended to power on Ansalon, the Silvanesti took extreme measures--magically shielding themselves from humans, dwarves, dragons, and even other elves.
As the years passed, those... [click here for more] |
Wizards of the Coast |
$9.99
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Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings... [click here for more] |
Wizards of the Coast |
$9.99
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High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows.
The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic!
If that isn't enough, the Warlock threatens to close... [click here for more] |
Wizards of the Coast |
$4.99
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For many years folk have gazed into the churning black vapors of the Shadow Rift and wondered at the horrors that might lie within. Some have speculated that it might be a realm of the doomed, where tortured spirits suffer the hours of eternity. Others have speculated that it might be an empty domain, waiting for the arrival of a master who is evil enough to claim it and shape it in his own image.... [click here for more] |
Wizards of the Coast |
$9.99
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The Wanderer's Chronicle Beyond the Scorched Plateau, across the Burning Plains, in the shadow of the Thunder Mountains, the largest body of water beneath the crimson sun sparkles like a desert mirage. But the place is real, for I have seen it. I felt the cool spray on my skin, tasted the salt mist on my lips. It is the Last Sea, a remnant of a long-lost age hidden far to the north of Tyr --From... [click here for more] |
Wizards of the Coast |
$9.99
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Children of the Night: Ghosts details thirteen horrifying and tragic beings that test the fear threshold of even the staunchest ghost hunter. The restless spirits depicted herein will force heroes to solve conundrums or look at ghosts in a new light. Every creature presented in this book has its own history, personality, and powers. Some of the haunts that adventures will confront include... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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 Welcome to THE SAVAGE COAST, TSR#2521, the first product from the AD&D ODYSSEY line, and TSR's first fully online product! ... [click here for more] |
Wizards of the Coast |
$9.99
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This is the first in a series of reference books aimed at the recreationist. In these pages are the battles fought by Yamun Khahan, Batu Min Ho, and all the others caught up in the sweeping Horde campaigns. The strategies and disposition of the forces are set forth in plain terms. BattleSystem rules statistics allow for the complete recreation of each battle fought in this massive campaign. Ten... [click here for more] |
Wizards of the Coast |
$4.99
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The threat of death lurks everywhere Dmitri lost sight of his quarry in the gathering darkness and stumbled back from the carnage. Minutes ago, he and his comrades had been trudging homeward across the snowfield when, without warning, their guide plunged beneath the snow in a spray of slush and blood. By the time the ice borer attacks subsided, only Dmitri was left, himself beaten and bloodied from... [click here for more] |
Wizards of the Coast |
$4.99
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Ruthless kidnappers have abducted the eight-year-old son of Reverend Judge Hykros Allumen, Ravens Bluff's reigning high priest of Tyr. You have been entrusted with the task of delivering the ransom--500,000 gp worth of platinum, magic, and jewels.
Can you see it safely past all the greedy bandits trying to intercept you and take the treasure for themselves? And if you do, can you trust the kidnappers... [click here for more] |
Wizards of the Coast |
$4.99
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"I wouldn't do that if I were you," warned the stranger in an oddly irritated tone of voice. Yet the street thugs only laughed and struck at him harder. He fell to the ground and curled into a ball... and then that ball began to bulge as the stranger's clothes ripped at the seams, revealing the bristle of swiftly growing, shaggy hair.
Children of the Night: Werebeasts is the... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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Stjordvik is a domain teetering on the brink of economic collapse, but rich in resources that could inject fresh life into the royal treasury. The land is politically fragmented by provincial jarls who go their own way rather than heed their king, but at the same time populated by freemen who disdain those petty power-seekers. For centuries the Great Oak Wall along the northern and western borders... [click here for more] |
Wizards of the Coast |
$4.99
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Is your Forgotten Realms character an elf? A dwarf? Maybe a gnome?
Perhaps, yet that doesn't really say much, does it? One might just as easily say there's now difference between a Calishite and a Thayan because they're both humans! No one is just a demihuman in the Realms—there are acrobats, barbarians, giant killers, manhunters, pestkillers, prospectors, and even tunnelrats, but they're all demihumans... [click here for more] |
Wizards of the Coast |
$9.99
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The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities... [click here for more] |
Wizards of the Coast |
$4.95
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This action-packed adventure module is especially designed to give beginning Dungeon Masters and players help in learning the AD&D game system.
But don't be fooled by the title! The adventure is far from easy - in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt!
Filled with surprises and excitement, the adventure is still easy to referee -... [click here for more] |
Wizards of the Coast |
$4.99
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There are realms and realms incomprehensible to the puny mortals who dwell within this cage that they term the Land of the Mists!
—The Madrigorian, Book I, Chapter I
Fiends have come forth from the Abyss and into Ravenloft! Masters of deception manipulation, these ancient evil beings stalk the lands, roaming freely in pursuit of their foul ends, and warping the very... [click here for more] |
Wizards of the Coast |
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When the brides of death become the marauders of Nivenay, When the dead must die and the unsleeping must wake, Then the Dragon shall be born anew. For centuries the Veiled Alliance has been a thorn in the side of the mighty sorcerer-king Nivenay. Now the stars are right and the mysterious Shadow King has decided to rid himself of his unremitting rivals. But the Veiled Alliance is not easily defeated.... [click here for more] |
Wizards of the Coast |
$9.99
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Marco Volo - Journey is the second volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. This free-wheeling adventure began in Waterdeep as the characters set out on an intrgiue-laden journey to Shadwodale. Accompanying them is Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. After leaving the Way Inn,... [click here for more] |
Wizards of the Coast |
$4.99
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When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm.... [click here for more] |
Wizards of the Coast |
$4.99
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Once a lawless frontier less than a century ago, Roesone is one of the youngest states in all of Anuire. as the ruler of the land, you'll find that Roesone is surrounded by uncertain allies and dangerous enemies. Plots and intrigues creep through the halls of your court and shadowed powers are moving against you. It will take strength, courage and determination to keep your crown on your head - and... [click here for more] |
Wizards of the Coast |
$4.99
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The battle for Jakandor is joined as two cultures clash--fierce barbarians and powerful wizards who both believe their destiny is to destroy the other! In such struggles legends are forged!
Jakandor, Land of Legend brings the epic struggle of the Jakandor ODYSSEY trilogy to its startling climax. The Knorr and the Charonti are embroiled in a blood feud to claim ownership of their island home: Here... [click here for more] |
Wizards of the Coast |
$7.99
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The secrets of the spirit world unveiled for the first time!
There is a world unseen by mortals, a world filled with invisible beings that whisper words unheard by all—all but the shaman. The shaman alone knows how to listen for the spirits, and the shaman alone knows their secrets.
This 96-page AD&D game accessory introduces three new priest classes with unique powers and... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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Marco Volo - Arrival is the last volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. When the characters first set off on an intrigue-laden journey to Shadowdale, they did not suspect how much trouble they would get into. Joined by Marcus Wands (also known as Marco Volo), they found him just a bothersome but likeable little rogue.... [click here for more] |
Wizards of the Coast |
$4.99
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Fighters and clerics have long been mainstays in AD&D game campaigns. Now, discover the dozens of kits created to adapt these basic classes to the unique and popular lands of Faerûn. Learn what a difference your homeland makes when you choose a warrior's kit, or discover benefits as will as disadvantages of worshipping certain gods of the Realms.
Some differences among people are subtle, while... [click here for more] |
Wizards of the Coast |
$9.99
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The Hogunmarkdomain sourcebook details the people, land, customs, and culture of Hogunmark, a Rjurik domain on Cerilia's northern frontier. Queen Freila, the ruler described in The Rjurik Highlandsaccessory, has died, leaving the domain without a clear successor. This book assumes your player character (PC) is one of her six landed jarls (though you can play a different type of character if you choose).... [click here for more] |
Wizards of the Coast |
$4.99
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 The Priest's Screen speeds up game play by taking the most frequently used character specific information form the AD&D game Player's Handbook and Complete Priest's Handbook and making it instantly accessible. Now the information players need on the spot to play any kind of priest? including clerics and druids?:can be right at their fingertips. The screen folds in a neat triangle that sits on... [click here for more] |
Wizards of the Coast |
$4.95
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The legendary coastal city of Carsail existed two centuries ago, before it vanished beneath the waves, reputedly at the hands of angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsail still abound. Now, the clerics of a seaside town have proven that some unusual items are indeed from the legendary city, and two priests involved in the process, as well as a mysterious... [click here for more] |
Wizards of the Coast |
$4.99
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There is trouble in the frontier town of New Haven. A beast from the Badlands is terrorizing the simple farmers, and reports say the creature is immune to the local militia's weapons. The baron of the land has called upon a wizard to solve what his soldiers could not.
Can the skills of one wizard let him or her find and kill what a contingent of skilled warriors could not? "Wizard's Challenge II"... [click here for more] |
Wizards of the Coast |
$4.99
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 The Wizard's Screen speeds up game play by taking the most frequently used character specific information form the AD&D game Player's Handbook and Complete Wizard's Handbook and making it instantly accessible. Now the details players need on the spot to play any of the wizard classes? including mages, specialist wizards, wild mages, or elementalists?:can be right at their fingertips. The screen... [click here for more] |
Wizards of the Coast |
$4.95
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Long ago, the Lords of Chaos strove with the forces of Law and were defeated. Their great temple destroyed and their minions scattered to the four winds, the Chaos Lords withdrew, and a new balance held sway in the land. But prophecy said that one day the fallen temple would rise again, heralding the Lords' return to spread Chaos across the world once more. And now comes a cry for help from the... [click here for more] |
Wizards of the Coast |
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Welcome to Endier, one of the smallest domains in Anuire. Carved from the tracherous forest known as Spiderfell, it is precariously balanced between three of the more powerful realms of the land, playing a delicate game of politics and diplomacy to survive. One misstep could mean its ruin; the fate of the land rests squarely on the shoulders of you, its regent.
It is said that with great risks come... [click here for more] |
Wizards of the Coast |
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The Mists of Ravenloft lead to G'Henna, land of famine and zealous devotion to Yagno Petrovna, high priest of the Beast-God, Zhakata. In the cities of G'Hanna, worshipers starve themselves to prove their faith; in the Outlands, twisted mongrelmen struggle to survive in a land of unforgiving windstorms and bleak plains. No domain in the Demiplane of Dread has been in greater need of change?and the... [click here for more] |
Wizards of the Coast |
$4.99
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The Wizards Spell Compendium is a four-volume series describing every wizard spell for the AD&D game. Spells have been collected from rule books, campaign settings, supplements, adventures, and magazines dating back to 1975. Early entries have been updated to be immediately usable, making this the player's and DM's definitive source for wlzard spells.
Warning: Large File Size! BURN... [click here for more] |
Wizards of the Coast |
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The Ultimate Collection! The Wizard's Spell Compendium is a four-volume series describing every wizard spell for the AD&D game. Spells have been collected from rule books, campaign settings, supplements, adventures, and magazines dating back to 1975. Early entries have been updated to be immediately usable, making this the player's and DM's definitive source for wizard spells. ... [click here for more] |
Wizards of the Coast |
$4.95
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The Horde is riding! The mountains rumble under the thundering hoofbeats of 40,000 barbaric horsemen. When the player characters find themselves in their path they have no choice except to flee. Their journey takes them into the forbidden Kingdom of Ra-Khati, a land of ancient mysteries and untold wealth nestled deep within the Katakoro Mountains. As honored guests they are invited to partake... [click here for more] |
Wizards of the Coast |
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To the casual observer, the realm of Talinie seems a pastoral place full of hard-working, law abiding citizens. But those who look beneath the surface?as a regent must? will see what lies beneath the beauty. From the south, a power-hungry archduke has move troops into two of Talinie's seven provinces, supposedly as a safeguard against goblin invasion. From the north, greedy guildmasters have encroached... [click here for more] |
Wizards of the Coast |
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Take the throne of Tuornen, rules its proud people, and reap the rewards of its rich lands. But beware, for Tuornen faces threats from many quarters. The scheming Duke of Alamie wants to regain control over the rebellious domain that broke from his grandfather's archduchy - your domain. Your hotheaded lieutenant wants to wage a war Tuornen cannot win. Two powerful regents of neighboring domains want... [click here for more] |
Wizards of the Coast |
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The benevolent wizard Count Aglondier of Ilien is dead!
He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a... [click here for more] |
Wizards of the Coast |
$4.99
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On a rugged island filled wit unnatural dangers, fierce and proud barbarians must fight for their lives. The barbarians who call themselves the Knorr, driven from their homeland, wanted nothing but freedom and an honorable existence when they landed on the shores of Jakandor.
What they found was an island occupied by despicable wielders of vile magic - the Broken People, as the Knorr call them, who... [click here for more] |
Wizards of the Coast |
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Before the humans descended on Cerilia, the continent was virtually untouched, inhabited only by those who understood how to live in harmony with nature. Since the human incursion, however, the natives have been forced to realign themselves with their homelands and their neighbors. No group has felt the effects of these maneuverings as much as the elves, who now engage in a daily struggle to keep a... [click here for more] |
Wizards of the Coast |
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Long before humans invaded Cerilia, the dwarves of the land had carved out a peaceful life for themselves, marred only by the persistent savagery of orog tribes. Since the human incursion, life has changed little for the natives of Baruk-Azhik, sequestered safely beneath the inhospitable mountains known as the Iron Peaks.
Baruk-Azhik is a domain of untold riches; there seems to be no end to the precious... [click here for more] |
Wizards of the Coast |
$4.99
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 You have found the ideal all-in-one playing aid for your favorite game with the AD&D Game Priest's Player Pack. Inside your Player Pack is the information you need to play your chosen class of character - the priest - will skill and finesse, and a gathering of playing aids selected by TSR game designers as the items both experienced and beginning gamers find most useful. ... [click here for more] |
Wizards of the Coast |
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Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command--if you have the courage, the conviction, and the blood of kings in your veins.
This BIRTHRIGHT domain... [click here for more] |
Wizards of the Coast |
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From the fishing village of Fing Zulor to the druidic city or Odemark and the great capital of Skapa Hjarring, this is Halskapa, the greatest kingdom of the Rjurik Highlands in the Birthright campaign setting. King Berving, aged and ailing, a man who once united the discordant provinces of Hlaskapa, is abdicting his throne in favor of your character. Once, he could take almost any action and keep... [click here for more] |
Wizards of the Coast |
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Khourane stands out among the arid Khinasi lands like a blooming lily in a barren field. It boasts some of the most enviable territory in this corner of the world: mountains, deep jungles, and a stunning coastline.
These enviable features inevitably lead to conflict, however: The lands are coveted by the Serpent, the Magian, and the Minotaur. What's more, the elves still resent the humans who claim... [click here for more] |
Wizards of the Coast |
$4.99
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