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PHBR11 The Complete Ranger's Handbook (2e)

PHBR11 The Complete Ranger's Handbook (2e)


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]
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Player's Option - Skills & Power (2e)

Player's Option - Skills & Power (2e)


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]
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PHBR12 The Complete Paladin's Handbook (2e)

PHBR12 The Complete Paladin's Handbook (2e)


In the fight against evil, the paladin stands as Good's supreme, undaunted champion. This 128-page accessory helps you play the noblest warriors of the AD&D game. Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer. The Complete Paladin's Handbook...   [click here for more]
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WGA3 Flames of the Falcon (2e)

WGA3 Flames of the Falcon (2e)


Assaults on the city of Greyhawk by a vengeful cleric of Iuz have terrified citizens and caused an exodus of residents. If this cleric is allowed to continue her evil plans, Greyhawk will become little more than a ghost town, ripe for picking by the evil cleric's followers. Volunteers are needed to hunt down the cleric and her cult before she unleashes her undead minions into the streets of Greyhawk...   [click here for more]
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ALQ4 Secrets of the Lamp (2e)

ALQ4 Secrets of the Lamp (2e)


Exciting Adventures in the City of Brass and Other Genie Lands! Revealed within are the greatest secrets of the genies: their magics, their rulers, and heir homelands. From the Citadel of Ice and Steel to the Great Dismal Delve, the works of geniekind are as wondrous as they are magnificent. Tour the City of Brass, from its golden towers to its brazen streets, foil the evil yak...   [click here for more]
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The Dungeon of Death (2e)

The Dungeon of Death (2e)


The Dungeon of Death: Who says there's no truth in advertising?  Cryptic rumors spread across the far North, sparking new interest in a shadow-haunted ruin. Although it was once a seat of ancient dwarven power, centuries of unspeakable evil have transformed this former gem mine into the demon-infested, trap-filled Dungeon of Death. Its name is well deserved - unwary visitors fall victim...   [click here for more]
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WGR3 Rary the Traitor (2e)

WGR3 Rary the Traitor (2e)


"In the agonizing aftermath of the Greyhawk Wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil, and in the process slew two of the wisest and most powerful wizards of the Flanaess. Now, fleeing south with his...   [click here for more]
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S6 Labyrinth of Madness (2e)

S6 Labyrinth of Madness (2e)


Sinister, twisting images. Horrific nightmares lurking at the corners of the mind. But these tales of the Labyrinth of Madnessare only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and...   [click here for more]
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RQ3 From the Shadows (2e)

RQ3 From the Shadows (2e)


Deep beneath the foundation stones of Castle Avernus, Azalin the lich hatches his plots. The grand conjunction is coming, when all the lands and lords of Ravenloft will be set free upon the realms of man. Azalin does not intend to let this oppurtunity slip by. All he needs are a few deadies. Fortunately, there is a party of adventurers nearby.... This is the first of two adventures that feature...   [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]
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FRE2 Tantras (1e/2e)

FRE2 Tantras (1e/2e)


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]
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Servants of Darkness (2e)

Servants of Darkness (2e)


Young Bryonna has been judged guilty of consorting with the dark forces of Tepest, and now she will burn at the stake for it. The Inquisitors, priests whose zealousness sometimes stirs whispers of doubt among the people, have condemned her with all the surety that comes with their "holy" power. Heroes of integrity and justice are needed to ferret out the truth. To succeed, they must travel...   [click here for more]
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FMA2: Endless Armies (2e)

FMA2: Endless Armies (2e)


The second adventure set in the land of Maztica. A plague of giant army ants threatens to annihilate the peaceful jungle kingdom of Payit. Can the heroes stop the army long enough to break the magical force that impels the deadly insects? Includes Battlesystems rules scenarios for use in the New World as wall as role-playing adventures. "Deep within the heart of the jungles of Far Payit is...   [click here for more]
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Legends & Lore (2e)

Legends & Lore (2e)


Add the grandeur of epic adventure to your AD&D game! Legends & Lore has now been revised for use with the AD&D 2nd Edition rules and expanded to 192 pages. It describes dozens of deities, heroes, and monsters from 11 different cultures. Special attention has been paid to the priests who worship the deities represented in this book. Each entry outlines the spells and powers granted...   [click here for more]
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LC3 Night Watch in the Living City (2e)

LC3 Night Watch in the Living City (2e)


Situated where the Fire River flows into the Sea of Fallen Stars, Ravens Bluff is a bustling port and trade center. Residents and frequent visitors to Ravens Bluff often boast that the city is the brightest spot on the Dragon Reach, but even the proudest citizen thinks twice about taking to the streets when the Veil, a thick, cold fog, rolls in. The veil turns the city's vigorous docks into a gloomy...   [click here for more]
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Country Sites (2e)

Country Sites (2e)


Get out of town and into the world! Country Sites, the third in a series of AD&D game accessories, is a compendium of challenging and distinctive settings that will test the mettle of any group of player characters. Herein is all the information a Dungeon Master needs to build adventures within these settings and incorporate them into an existing campaign: background information,...   [click here for more]
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Castle Sites (2e)

Castle Sites (2e)


One's castle is one's home! Castle Sites offers a fascinating and detailed look into the workings of seven fantastic fortresses, inlcuding the following: Kaurak Kholzil, a dwarven bastion built into the face of a cliff to protect a rich adamantium mine Cloud Keep, the flying fortress of a storm giant clan Dragon's Coffin, built to keep an ancient black dragon trapped inside its...   [click here for more]
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Moonlight Madness (2e)

Moonlight Madness (2e)


The moon rises, and you feel yourself start to change. Fur sprouts from your palms, your fingers turn to claws, and a howl rips from your throat. Your clothes shred and tear as your Other Self breaks free.. Moonlight Madness follows the exploits of six unlucky heroes trying to free themselves of the curse of lycanthropy while evading a full-scale werewolf hunt led by a crusading paladin and his...   [click here for more]
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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]
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FR10 Old Empires (2e)

FR10 Old Empires (2e)


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]
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FRC2 Curse of the Azure Bonds (1e/2e)

FRC2 Curse of the Azure Bonds (1e/2e)


Day breaks, and the crowing of a distant rooster wakes you from an all-too-short sleep. Another day for adventure, you think as you arise - but then you stop short. You, and all of your companions, have an elaborate blue tattoo covering most of your sword arm! And there is more to these marks than a drunken prank. As you try to find out the source and meaning of your new adornment, you...   [click here for more]
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The Evil Eye (2e)

The Evil Eye (2e)


Welcome to Invidia, where Vistani curses come to their terrible fruition. As a young girl, Gabrielle Aderre was warned by her mother never to have children: "A man, a babe, a home—these things can never be for you, tragedy will be the only result." Now the witch Gabrielle has disobeyed her mother and borne a child, an abomination that could spell doom for Vistani...   [click here for more]
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DMGR6 The Complete Book of Villains (2e)

DMGR6 The Complete Book of Villains (2e)


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]
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PHBR7 The Complete Bard's Handbook (2e)

PHBR7 The Complete Bard's Handbook (2e)


Thief, musician, clown, actor, acrobat - just a partial list of the many twists on the bard class to be found in this book! Seventeen bard kits, multitudes of abilities and powers, new magical items, new proficiencies, rules for gaining patrons and followers, over 100 bardic instruments, and much more await you within. The Complete Bard's Handbook gives you everything you need to create...   [click here for more]
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Elminster's Ecologies Appendix II: The High Moor & The Serpent Hills (2e)

Elminster's Ecologies Appendix II: The High Moor & The Serpent Hills (2e)


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]
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Chronomancer (2e)

Chronomancer (2e)


You have all the time in the world—and now you don't. The final and most dangerous fantasy frontier lies not in space, but in time! At last, the dimension of Time is open to those few wizards who would risk everything, even their very existence, to visit ancient and forgotten lands or see the unbelievable wonders and horrors of the future. These few wizards are Chronomancers, and this 96-page...   [click here for more]
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The Magic Encyclopedia Volume I (2e)

The Magic Encyclopedia Volume I (2e)


To an adventurer, the most prized treasure of all is magic. Open this book and you will find a concise listing of every enchanted item ever invented for the D&D fantasy role playing game. Volume One runs from Abacus to Goblet. The listing includes an experience point value and a gold piece sale value for each item. At last, you'll know exactly what every bauble in any hoard is really worth. No...   [click here for more]
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The Awakening (2e)

The Awakening (2e)


Upon the horde plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now the ancient priestess Sachmet has awakened from a timeless sleep to come and take...   [click here for more]
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A Light in the Belfry (2e)

A Light in the Belfry (2e)


“The only thing more fragile than glass is a lover's heart.” —A Vistani Proverb Decades ago, the fair land of Avonleigh was guarded by an order of paladins known as the Circle. One stormy night, a wizard named Morgoroth came to seek refuge with them. But, all was not as it seemed! Morogoroth was no mere wizard; he was a necromancer on the run from a knightly brotherhood...   [click here for more]
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DSS3 Elves of Athas (2e)

DSS3 Elves of Athas (2e)


They run across the burning plains where others fear to walk. They live for the moment, these savages of a dying world. The elves of Athas are wild, dangerous, and unlike any other elves. Forget the frail forest dwellers of other campaign worlds. Athas's elves stand tall and lean, with long limbs and fearsome faces. They are thieves and raiders, swift warriors and terrible foes. Elves of Athas explores...   [click here for more]
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Mystara Dungeon Master Survival Kit (2e)

Mystara Dungeon Master Survival Kit (2e)


With the new DUNGEON MASTER Survival Kit, the amazing world of Mystara will take on new life right before your eyes! Whether you're an experienced Dungeon Master or a novice taking his first steps on the road to adventure, the DUNGEON MASTER Survival Kit will make your campaign more exciting and dramatic than ever! Within this unusual product you'll find... Two dozen loose sheets covered with a wide...   [click here for more]
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Mystara Player's Survival Kit (2e)

Mystara Player's Survival Kit (2e)


At last! Everything you need to breathe life into your player character! Herein lies a treasure trove of game props and playing aids no bold adventurer can afford to be without! Whether you're trying to choose the perfect name for your first character, designing a shield for your favorite fighter, or just trying to remember who's carrying the magical broad sword, the Player's Survival Kit has what...   [click here for more]
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Caravans (2e)

Caravans (2e)


Journey through a perilous realm of searing sands and burning passions! Pit of the Ghuls, Genies' Anvil, Vishap's Teeth... the mere mention of these mystical sites fills men's hearts with fear and apprehension. Now the mysteries of the High Desert are revealed! Caravans takes player characters into Zakhara's greatest sea of sand to face its most treacherous denizens. Heroes match wits...   [click here for more]
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Death Ascendant (2e)

Death Ascendant (2e)


The remnants of Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail, you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together...   [click here for more]
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CGR3 The Complete Sha'ir's Handbook (2e)

CGR3 The Complete Sha'ir's Handbook (2e)


Discover the secrets of the sha'irs, who counsel and cavort with genies. Unravel the mysteries of elemental mages, who bend flame and sand to their will! This magical tome holds a wealth of new information about Zakhara's exotic wizards and their dazzling enchantments. Within you'll find new kits, from clockwork mages to spellslayers. Here too are new spells and proficiencies, plus clandestine and...   [click here for more]
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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]
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FA1 Halls of the High King (2e)

FA1 Halls of the High King (2e)


Someone in the misty, wooded Moonshae isles needs hundreds of brand new swords taken under guard from Sword Coast smiths to a certain place on the Isles. The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important. Adventures foolish enough to take assignments too good to be true (or merely...   [click here for more]
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Children of the Night: The Created (2e)

Children of the Night: The Created (2e)


The Whole Is Greater Than the Sum of the Parts Within these pages lie the stories of 13 madmen and their singular creations. Some are flesh and blood, others glass or wax, even metal or mist. Whatever their makeup, each has the will to live - and sometimes that means needing to kill. They are more than just golems. They are the Created. And they are ready to make your acquaintance. Among those lurking...   [click here for more]
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DMGR2 The Castle Guide (2e)

DMGR2 The Castle Guide (2e)


Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book, you'll find a wealth of information desgined to allow any DM to create a campaign world based on feudal Europe. Sections address life in a feudal culture, new Battlesystem rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark...   [click here for more]
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Death Unchained (2e)

Death Unchained (2e)


You have no friends here. What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts...   [click here for more]
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Monstrous Arcana: I, Tyrant (2e)

Monstrous Arcana: I, Tyrant (2e)


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]
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Howls in the Night (2e)

Howls in the Night (2e)


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]
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MC10 Monstrous Compendium Ravenloft Appendix

MC10 Monstrous Compendium Ravenloft Appendix


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]
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Thri-Kreen of Athas (2e)

Thri-Kreen of Athas (2e)


They tower above mere human warriors and adventurers. In a savage world, they hunt-and all else is prey. Wandering the sandy wastes and stony barrens under the crimson sun, thri-kreen are the most skilled trackers, the most barbaric gladiators, the most implacable of foes. Mysterious and savage, the mantis people have been a closed book. Until now? Thri-Kreen of Athas enters the world of the nomadic...   [click here for more]
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Birthright: Cities of the Sun (2e)

Birthright: Cities of the Sun (2e)


Honor, magic, and the open seas As far as one could see, ships closed menacingly, and warriors swarmed across enemy decks. Smoke tinted red by the dying sun shrouded the misty sea. The attacking seamen raised an unholy clamor, and the stench of flaming pitch stung the eye. Through it all, el-Arrasi stood proudly at the helm. When his vessel drew alongside the...   [click here for more]
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The Sword of the Dales (2e)

The Sword of the Dales (2e)


The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited...   [click here for more]
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WGQ1 Patriots of Ulek (2e)

WGQ1 Patriots of Ulek (2e)


The Great War may be over, but the battles continue. Rumors and facts are often confused in the aftermath. Depending on who you listened to, Prinzfeld is either under attack or perfectly safe. Turrosh Mak is on his way, with hordes of orcs at his command—ridiculous, he would never attempt an invasion at this time. Graf Twembly is being held hostage, and near death—no, he's just under...   [click here for more]
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Naval Battle Rules: The Seas of Cerilia (2e)

Naval Battle Rules: The Seas of Cerilia (2e)


Every land in Cerilia depends on the sea for military strength and trade. Many times, the quality of a regent's fleet and the naval power at his command prove the deciding factors in his success or failure as a ruler. This supplement expands the Birthright domain and War Card rules to handle sea travel and combat. Players can use the sample navies included for Anuirean, Khinasi, and Rjurik kingdoms...   [click here for more]
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Time of the Dragon (2e)

Time of the Dragon (2e)


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]
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Wrath of the Minotaur (2e)

Wrath of the Minotaur (2e)


You hold in your hands the introduction to the world's greatest fantasy roleplaying experince, the Dungeons & Dragons game. If you have a taste for excitement, if you're ready to take the next step beyond computer adventure games, this is what you've been waiting for! It all starts with the celebrated Fast-Play Rules, a step-by-step tutorial that shows you the basic concepts of the game in a...   [click here for more]
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