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We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end. |
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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 |
$4.99
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"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 |
$4.99
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This first game adventure for the Maztica campaign setting comes from the conclusion to the Maztica novel trilogy. The fate of the Maztica hangs in the balance as gods struggle for mastery of a shattered island. A few heroes must penetrate the great volcano, Zatal, to break the power of the god of war.
"On the Night of Wailing, when the creatures of Viperhand come to life, when the great Maztican... [click here for more] |
Wizards of the Coast |
$4.99
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This revised and expanded edition of one of the AD&D game's hottest selling products, Campaign Option: Council of Wyrms takes the Advanced Dungeons & Dragons game in an entirely new direction.
For the first time, everything a player needs to create dragon player characters for the AD&D game, and everything a Dungeon Master needs to set up a dragon-based campaign. Includes rules for... [click here for more] |
Wizards of the Coast |
$14.99
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The rediscovery of an artifact forged at the dawn of time signals an age of strife and opportunity! The dwarven clans are in chaos, and a powerful host of goblins stands poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords?one of the most powerful weapons ever created by the dwarven race?holds the key to ultimate victory against the massing humanoids. Can... [click here for more] |
Wizards of the Coast |
$9.99
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The open sea, primal and unknown, beckons.
Of Ships and the Sea is packed with information on the ships of the AD&D game, rules for sailing them to exotic lands, and two system for conducting naval combat. The action extends below the waves, too, as this book also reveals the secrets of underwater adventuring and exploration-rules for travelling, fighting, and casting... [click here for more] |
Wizards of the Coast |
$9.99
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"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the... [click here for more] |
Wizards of the Coast |
$4.99
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At one time or another, every Dungeon Master faces questions like "What's the difference between banded mail and splint mail?" and "What do all these pole arms look like?"
DMs and players alike will be thrilled to find answers to these and other equipment questions all in this book, the Arms and Equipment Guide. Lavishly illustrated, this book provides valuable descriptions and diagrams... [click here for more] |
Wizards of the Coast |
$9.99
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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] |
Wizards of the Coast |
$4.99
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"Ye want this ol'moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precioius few treasures worth the death and agony and fear you'll face. Your problems are twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!).
"Second, you're looking for the lair... [click here for more] |
Wizards of the Coast |
$6.99
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Once again, the undead arise to terrify AD&D game characters everywhere with the aid of this, the second in a series of works detailing the most dreadful and evil creatures imaginable.
This compilation contains the complete texts of Van Richten's Guide to Ghosts, Van Richten's Guide to the Lich, and Van Richten's Guide to the Ancient Dead, updated and usable in any AD&D campaign. ... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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What your players say a the start of Nightmare Keep: "Oh, look, an underground labyrinth filled with treasure. No one who's gone in ever came out alive. Gosh, we\'ve never seen that before, oh no." (Stifled yawn.)
What they say early on in Nightmare Keep: "Hold it! What's going on? Oh, yacccch! We're getting out! This way, this way! What's that? Oh, no!"
Halfway through Nightmare Keep: "Okay. If... [click here for more] |
Wizards of the Coast |
$4.99
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Battle axes and beards. Good companions when travelling underground. Handy with tools.
If that was your view of dwarves, you need The Complete Book of Dwarves. Discover 24 new character kits, new weapons, and new possibilities, including six dwarf subraces, new proficiencies, strongholds, origin myths, and a look at dwarven personalities.
After reading the The Complete... [click here for more] |
Wizards of the Coast |
$9.99
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They lurk in the shadows. They linger in your dreams. They strike from the darkness. They are foul and horrible creatures that dwell in the dark dimension of Ravenloft and they are waiting for you. Inside this book are elven vampires, the dreaded Dark Ones who have broken the trust of Vistani, and dozens of other creatures sure to add a taste of fear into every Ravenloft campaign. But be warned,... [click here for more] |
Wizards of the Coast |
$4.99
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"Beware what you wish, for it might come true" is an old Vistani saying. In the small town of Odiare, a toymaker has wished a puppet to life - only this puppet is not a friendly, playful toy. It is a thing of evil, bent upon killing all the adults of Odiare. When the player characters are trapped within this town, Maligno the puppet and his animated toys begin to hunt them down. The PCs' only... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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Clever illusionists and sly practical jokers. Brilliant burglars and easygoing farmers.
Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as 28 new character kits, from the gnome Goblinsticker to the halfling Forestwalker.
If you enjoy playing gnome or halfling characters,... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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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 |
$4.99
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Between East and West, between Earth and Sky, lies the Endless Waste. Barren and desolate, this windswept land forms the barrier between the feuding kingdoms of Faerun and the ancient empires of Kara-Tur. The eternal steppe is home only to the hardy, nomadic horsemen who travel its secret paths.
This region, long ignored by its neighbors, is about to erupt in the bloodiest conflict ever to sweep across... [click here for more] |
Wizards of the Coast |
$9.99
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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 |
$4.99 $2.99
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Does your wizard wish to create a powerful magical item or a potent new spell? What other effects does your priest's favorite offensive spell accomplish? Spells & Magic provides players and Dungeon Masters with expanded rules that are compatible with the Player's Handbook, the Dungeon Master's Guide, and the rest of the Player's Option line of rulebooks. Within these... [click here for more] |
Wizards of the Coast |
$9.99
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Few safe havens exist on Athas, and fewer still for preservers. In the hidden places of the cities - a potter's shop, a crematoria, even under the very palace of a sorcerer king - the Veiled Alliance abides, aiding and protecting preservers and auxiliaries, and standing against defilers. In Tyr, Balic, Draj, Gulg, Nibenay, Raam, and Urik, protection from the dark forces of Athas endures. Secret recognition... [click here for more] |
Wizards of the Coast |
$4.99
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With the coming of the Dragon of Shades, an Age of the World came to an apocalyptic end. Centuries passed, and civilization limped back into the light of knowledge. Now a new Age has dawned, as the wizards of the present seek to discover the lost arcane art of the past known only as The Language Primeval! College of Wizardry presents a complete guild of magic that can be placed in its entirety into... [click here for more] |
Wizards of the Coast |
$4.99
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"From the wrath of the Northmen, O Lord, deliver us..." Now you can take your campaign and player characters into the realms of the Northmen. This is no mere fantasy world - this sourcebook is set in the historical world of Viking legend. Included in this sourcebook are new character classes, new magic, new spells, new monsters, new treasures, and the necessary background information on... [click here for more] |
Wizards of the Coast |
$9.99
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This booklet presents the Old Empires for DMs and players alike. Descriptions of all the major cities and towns, maps of the most important ones, information of the people, places, economics, geography, and cultures of these countries, are within these pages. Prepare, then, to enter the realms of god-kings and pharaohs, of strange magic unknown even to the likes of the Red Wizards of Thay. These... [click here for more] |
Wizards of the Coast |
$9.99
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When the true gods punished Istar by wreaking the Cataclysm on Krynn, a shower of meteors pounded the continent of Ansalon. Halfway around the world, a similar continent was shattered by a single, enormous meteor. Thousands of square miles of land disappeared beneath a smoking sea of magma, which boiled up from beneath the planet's crust. Mountain ranges were toppled, rivers changed course, and weather... [click here for more] |
Wizards of the Coast |
$9.99
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Look out, adventurers, they're here!
This handbook describes in detail over 20 humanoid races that can be run as player characters - from mischevious pixies to stubborn minotaurs, from the lizardlike saurial to the savage half-ogre - and many more in between. In addition to many new character types, this handbook contains new proficiencies, humanoid kits, unusual equipment, and a few new... [click here for more] |
Wizards of the Coast |
$9.99
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They're BAA-aaack!
Virtually all of the monsters that appeared in TSR's 1993 AD&D product line, plus many of those that appeared in the 1993 issues of Dragon, Dungeon, and Polyhedron magazines, are brought together in this first release in an annual series of Monstrous Compendium supplements. This book is crawling with more than 100 denizens of the land, sky, sea, and underdark,... [click here for more] |
Wizards of the Coast |
$9.99
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...by the glimmer of the half-extinguished light, I saw the dull yellow eye of the creature open; it breathed hard, and a convulsive motion agitated its limbs.
—Mary Shelley, Frankenstein
Armed with satchel and saw, the creator slips into the night. He seeks the freshly dug grave and the unguarded morgue, selecting each body part with care. In the twilight before dawn, he tailors... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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Its waters are the deep purple of the most precious amethyst; its shores hold some of the most dangerous locations in Faerun. It is the Moonsea, home to Zhentil Keep, the Citadel of the Raven, and thousands of ordinary folk who merely want to make and honest living. Hark to the words of Melandryll Belarod, the bard whose writings form the bulk of this material. He has experienced firsthand the horrors... [click here for more] |
Wizards of the Coast |
$9.99
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Behold the Many Faces of Mankind's Darkest Enemy
Twin puncture wounds mark the kiss of the nosferatu. Blood trickles with the slow crawl of despair. A shadow lingers, black against black. Chill mist clings damply to every surface, and the echo of an anguished shriek still hangs in the air.
Children of the Night: Vampires introduces 13 unique and terrifying villains... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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Forest guardian, border runner, bounty hunter, and more - the full potential of the ranger class has never been plumbed. Until now.
Come learn the inner most secrets of one of the most popular AD&D character classes. Details on every part of the ranger's life, from allied forest brethren to unusual outdoor equipment. With 15 new and exciting character kits, this book is an information-packed... [click here for more] |
Wizards of the Coast |
$9.99
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Whether you're a novice DM getting ready to referee your first AD&D game or an old pro who's running an established campaign, there's something for you in the Campaign Sourcebook and Catacomb Guide. We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In short, there's something for everybody in this exciting... [click here for more] |
Wizards of the Coast |
$9.99
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The end times approach . . . . To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware?it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity... [click here for more] |
Wizards of the Coast |
$7.99
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"At midnight everyone will die..." Azalin the lich lord is launching another diabolic plan. He has allied himself with the entity known as Death, and together they plan to raze the domain of Darkon. From the ashes of this once-mighty land will rise a new domain - Necropolis, the land of the dead! For the citizens of Darkon, death has been an everyday companion, and sometimes... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn . . . .
Five... [click here for more] |
Wizards of the Coast |
$4.99
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An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes... [click here for more] |
Wizards of the Coast |
$4.99
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A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will... [click here for more] |
Wizards of the Coast |
$4.99
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The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they revel the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. The moors surround Westcote Manor, whose owner seeks your aid to break a curse that has beset his family. A new danger lurks in the haunted moors: hounds whose mournful howls and... [click here for more] |
Wizards of the Coast |
$4.99
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These pages hold the keys to humans who spot secret doors as easily as do elves, thieves who sense illusions, half-ogre sword masters, and a multitude of other unique characters.
PLAYER'S OPTION Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such... [click here for more] |
Wizards of the Coast |
$9.99
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Inside this book are dozens of sinister beings waiting to strike terror into the hearts of role-players everywhere. From the dreaded scarab beetles of Har'Akir to the archer skeletons of darkon and the drow vampires of Arak, these Creatures of Darkness will provide hours of diabolical adventure. But be warned - if you buy this accessory, your AD&D game players may never forgive you.
*****
Product... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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Death lurks in the eyes of the beholder. Many are the stories of this creature's ferocity and unbridled power. Now, take a look inside the alien world of one of the most feared monsters in the AD&D game in this visually stunning 96-page accessory. I, Tyrant contains information on all beholders and beholder-kin including: detailed explanations of their deadly eye powers; insight into beholder... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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Elminster has been murdered. And to make matters worse, the player characters who helped to save Shadowdale from the armies of Zhentil Keep in Shadowdale have been sentenced to death for killing the old sage. They're innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape... [click here for more] |
Wizards of the Coast |
$4.96
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It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament...
Until someone starts playing for keeps.
When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire army... [click here for more] |
Wizards of the Coast |
$4.99
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The Grand Conjunction has come to pass! As a result, the lords of Ravenloft have broken through the Mists and escaped into the Prime Material Plane. Bit by bit, monsters of the demiplane of dread are following behind. And in the midst of all, Azalin the Lich and Strahd von Zarovich a power game - a game with deadly stakes, most notably the player characters' lives. Unless the adventurers... [click here for more] |
Wizards of the Coast |
$9.99
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They are the stuff legends are made of. In fact, they are legends. The major characters who have fought -- and in some cases died -- for the sake of goodness and justice in all parts of the Forgotten Realms campaign world are chronicled for posterity in Heroes' Lorebook, a 160-page compendium of the heroes whose exploits have filled dozens of novels over the past decade. Inside you'll find updated... [click here for more] |
Wizards of the Coast |
$7.99 $4.79
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There are many parallel worlds, and in times past, travel was easy between them. But those ways are now lost. Those worlds are forgotten. Or are they? Welcome to the Forgotten Realms. this volume, brimming with the newly rediscovered facts and original fiction, introduces you to the best-selling world of Faer?n, where elves are mysteriously disappearing, and magic is an art gifted by a goddess.... [click here for more] |
Wizards of the Coast |
$9.99
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An excerpt from A Treatise on the Life of the High Moor by the druid Bara: The environment includes such things as terrain, flora, fauna, weather, and natural and arcane forces. All these elements - each aspect of the environment and each organism - form a tapestry known as the ecology. And like a tapestry of cloth, this one can suffer severe damage if a single thread is removed, no matter... [click here for more] |
Wizards of the Coast |
$4.99
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A paranoid warlord, a bitter drow priestess, a power-mad archmage, a sly dwarven assassin - not all the characters in the AD&D game went the way of the heroes.
Villains (beings dedicated to committing evil) are the most dangerous of all foes, and thus the most useful of tools a Dungeon Master has to create a memorable campaign. This book presents the most complete guidelines ever offered on creating... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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The Wyrmskull Throne - the ruling seat of the great dwarven nation of Shanatar - has been lost for five millennia. Now, rumors have surfaced that it has been found, and there are sinister parties that will stop at nothing to claim it. But the path to finding the throne is long and twisted, leading from a small village in the remotest regions of Tethyr to the bottom of the ocean! Those who follow it... [click here for more] |
Wizards of the Coast |
$4.99
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The peninsula of Wa is no place to visit. The land is poor, the people wary and suspicious. Yet this quiet backwater has been the site of strange disturbances - mysterious disappearances and omens of dire events to come. Why do the animals of Wa disappear, only to return a short while later? Who are the Blue Kumi bandits, and why are they so active? Why do the black geese fly into the Jusofu Mountains?... [click here for more] |
Wizards of the Coast |
$4.99
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