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Masque of the Red Death and Other Tales (2e)

Masque of the Red Death and Other Tales (2e)


Masque of the Red Death is a new variant of the Ravenloft rules that allows players to explore the macabre world of the 1890's. From the brave cavalryman with his trusty revolver to the mysterious spiritualist and her store of secret knowledge, no one is safe from the horrors of the night. Masque of the Red Death contains everything you need to adventure in the fictional worlds of Edgar Allan Poe,...   [click here for more]
Wizards of the Coast  $28.99

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DLQ1 Knight's Sword (2e)

DLQ1 Knight's Sword (2e)


Est Sularus oth Mithas: My Honor is My Life. For the young men who have gathered at the High Clerist's Tower, those words mean one thing: Knight of Solamnia. For some, knighthood is just around the corner. For others, there will be only failure and the shameful return home. Whatever the eventual outcome, all of the candidates bear those words in their hears. Eagerness and anticipation fill the...   [click here for more]
Wizards of the Coast  $4.99

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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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WG12 Vale of the Mage (2e)

WG12 Vale of the Mage (2e)


There's only one way to get there - through the Barrier Peaks. Once you're there, you are confronted with armed guards, traps both magical and mechanical, and legendary beasts?not to mention the wandering necromancers. Why go in there? Because rulers of neighboring countries have asked you to persuade the Black One to help rout that group of expatriate necromancers. They tried a coup, failed, and...   [click here for more]
Wizards of the Coast  $11.99

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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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Beyond the Prism Pentad (2e)

Beyond the Prism Pentad (2e)


The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake? The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic...   [click here for more]
Wizards of the Coast  $6.50

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The Art of the Dragonlance Saga

The Art of the Dragonlance Saga


A memorable passage from The Art of the Dragonlance Saga explains the saga's birth in 1984: "The god who began to envision the possibility of this world in his mind was the God of Marketing. This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS? game wanted more dragons." And...   [click here for more]
Wizards of the Coast  $49.99 $29.99

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RR7 Van Richten's Guide to Werebeasts (2e)

RR7 Van Richten's Guide to Werebeasts (2e)


I know now the shape of madness, of ravening insanity, and it is me! I dread the waxing of the moon, yet how can I flee from time itself? The hour of transformation is at hand, and my heart surges in bloodlust!  —The Cry of a Werewolf Werebeasts: men and women who assume the shape of animals. In this volume, Dr. Rudolph Van Richten—Ravenloft's eminent expert on the horrific—exposes the...   [click here for more]
Wizards of the Coast  $13.99

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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  $16.00

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City of Delights (2e)

City of Delights (2e)


Golden Huzuz, the City of Delights, is the "heart of the heart" of the enlightened lands. It is the religious and political center of Zakhara and, say its inhabitants, the most beautiful city in the entire world. But beneath the beauty lies mystery, for the court of the Grand Caliph is as full of intrigue as the Grand Bazaar is full of adventures waiting to happen. Come, explore the delights and...   [click here for more]
Wizards of the Coast  $15.99

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Cities of Bone (2e)

Cities of Bone (2e)


Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the...   [click here for more]
Wizards of the Coast  $28.00

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The Deva Spark (2e)

The Deva Spark (2e)


A bar room brawl? No big deal. Except when it starts on the Abyss—and the brawlers are a deva and a bebilith! The deva: A celestial champion who serves the cause of ultimate Good. The bebilith: A nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize. What terrible secret connects these two beings? And what does it all...   [click here for more]
Wizards of the Coast  $8.50

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DLQ2 Flint's Axe (2e)

DLQ2 Flint's Axe (2e)


Before the War of the Lance, Flint Fireforge returned to his place of birth, the dwarven town of Hillhome. There, he uncovered a fiendish plot and used his magical battle axe to stop evil dwarves from destroying his home. The axe was destroyed in Flint's final battle with the leader of the evil forces. Or was it? Now, rumors are circulating that Flint's axe has been seen around Hillhome. It is up...   [click here for more]
Wizards of the Coast  $4.99

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The Gothic Earth Gazetteer (2e)

The Gothic Earth Gazetteer (2e)


The Gothic Earth Gazetteer is a complete guide to the people and events that shaped the 1890's. An indispensable reference of any Masque of the Red Death campaign, it contains a wealth of information including: Qabals: A look at nine of Gothic Earth's mysterious qabals, including Van Helsing's Die Wachtern and the mysterious Order of the Crimson Dawn. Headline News: A year-by-year...   [click here for more]
Wizards of the Coast  $8.99

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DSM1 Black Flames (2e)

DSM1 Black Flames (2e)


A simple trip from Urik to Raam: What could be easier? But unexpected encounters and freakish sandstorms conspire to make this journey more dangerous than imagined. Lost and dying of thirst, your characters unwittingly involve themselves in a strange mission-the motivation behind which lies hidden.  On the adventurers' trail are enraged dragons, desert fiends, and a curse that threatens to drive...   [click here for more]
Wizards of the Coast  $12.99

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ALQ3 A Dozen and One Adventures (2e)

ALQ3 A Dozen and One Adventures (2e)


High Adventure is Your Companion Throughout the Land of Fate!  There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame,...   [click here for more]
Wizards of the Coast  $24.00

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Mark of Amber (2e)

Mark of Amber (2e)


Tienne d'Ambreville, the most powerful wizard in all Glantri, is missing and presumed dead. There are some who would like to keep it that way. Only by entering the dreams of a dying Immortal can player characters discover the truth. Meanwhile, a sinister killer stalks the d'Ambreville family, murdering them one by one. Can the heroes identify the killer and solve the mystery before it's too late?...   [click here for more]
Wizards of the Coast  $8.50

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Undermountain I: The Lost Level (2e)

Undermountain I: The Lost Level (2e)


"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  $16.99

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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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Undermountain II: Maddgoth's Castle (2e)

Undermountain II: Maddgoth's Castle (2e)


"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  $14.99

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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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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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Campaign Option: Council of Wyrms Setting (2e)

Campaign Option: Council of Wyrms Setting (2e)


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  $24.99

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WGR4 The Marklands (2e)

WGR4 The Marklands (2e)


In the wake of the Greyhawk Wars, kingdoms are struggling to survive. Beset by the hostile forces of Iuz, and the twisted soldiers of the Great Kingdom, the world's two greatest forces for good must strive to save themselves from overwhelming evil. The kingdom of Furyondy, rent with internal disputes, strugglers to construct its northern defenses before Iuz can attack again. Southern lords protest...   [click here for more]
Wizards of the Coast  $11.50

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FMA1 Fires of Zatal (2e)

FMA1 Fires of Zatal (2e)


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  $8.50

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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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FA2 Nightmare Keep (2e)

FA2 Nightmare Keep (2e)


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  $8.50

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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]
Wizards of the Coast  $8.50

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Children of the Night: Vampires (2e)

Children of the Night: Vampires (2e)


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  $8.50

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RR8 Van Richten's Guide to the Created (2e)

RR8 Van Richten's Guide to the Created (2e)


...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  $12.99

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The Apocalypse Stone (2e)

The Apocalypse Stone (2e)


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  $12.00

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Castle Spulzeer (2e)

Castle Spulzeer (2e)


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  $17.99

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WGA2 Falconmaster (2e)

WGA2 Falconmaster (2e)


The discovery of an evil cult in the City of Greyhawk has caused city officials to seek assistance in wiping out this new menace. Their greatest worry? The cult's leader has disappeared, and officials fear that she is simply gathering strength for her ultimate assault on the city. Can your adventuring party find the cult's leader and put a stop to her plans before she puts a stop to you? Falconmaster...   [click here for more]
Wizards of the Coast  $13.50

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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]
Wizards of the Coast  $8.99

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FMQ1 City of Gold (2e)

FMQ1 City of Gold (2e)


Somewhere in the True World, to the north of the lands you know, lies the City of Gold: Michaca. It is a city of legend, of fable, and of wonder. The journey is hard, and the perils are many; you know, however, that the rewards will far outshine any treasure you have ever seen. This supplement for the Maztica Campaign setting is a new type of product: a combination adventure and accessory. In this...   [click here for more]
Wizards of the Coast  $11.50

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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, maps,...   [click here for more]
Wizards of the Coast  $8.50

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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]
Wizards of the Coast  $8.50

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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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The History of Dragonlance (2e)

The History of Dragonlance (2e)


Here within the walls of the Great Library of Palanthas, you will find a treasure trove of information on the world of Krynn and its inhabitants. Visitors to that enchanted realms have left us with records of their journeys. Feel free to browse through them at your leisure. You may not take the scrolls with you, but the monks will be happy to copy any for your use. Please put in your request at...   [click here for more]
Wizards of the Coast  $46.99

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Temple, Tower & Tomb (2e)

Temple, Tower & Tomb (2e)


"The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the though of facing one, let alone all three. Recovering those items means almost certain death. The Autarch glances down at his...   [click here for more]
Wizards of the Coast  $10.99

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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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WG11 Puppets (2e)

WG11 Puppets (2e)


First, you find yourselves in the Gnarley Wood, fending off minions of the evil leprechaun who dwells there. Coming through this episode with flying colors, you continue to the Free City of Dyvers, where there has been a rash of break-ins at several inns. Who is responsible for these crimes? Evidence leads you to believe that a full-sized person can't have committed the burglaries-the apparent entrance...   [click here for more]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $8.50

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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 a city...   [click here for more]
Wizards of the Coast  $8.50

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Book of Lairs [Forgotten Realms] (2e)

Book of Lairs [Forgotten Realms] (2e)


NOTE: This title is a scanned PDF. Some text and images might be slightly blurry as a result. So, thee say there be beasts out there thee've ne'er heard of nor encountered? 'Tis easily enough repaired—provided thee've the stomach for it!   -Elminster, the Sage of Shadowdale D&D's most popular world just became even better! Here are over 30 exciting adventures that can be played...   [click here for more]
Wizards of the Coast  $14.99 $13.49

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DLR1 Otherlands (2e)

DLR1 Otherlands (2e)


Beyond Ansalon - beyond even Taladas - cut off from the rest of Krynn by distance or circumstance, lie several lost lands with enough excitement and peril to challenge the hardiest adventurer. Far beneath the vastness of Krynn's oceans is Watermere, home to the reclusive Dargonesti sea elves. In their valley on the sea floor, they work, play, explore, and resist the plots and forces of Takhisis, the...   [click here for more]
Wizards of the Coast  $8.50

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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 few...   [click here for more]
Wizards of the Coast  $6.46

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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 with djinn and ins alike--and...   [click here for more]
Wizards of the Coast  $34.99

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DLR3 Unsung Heroes (2e)

DLR3 Unsung Heroes (2e)


Caramon, Raistlin, Tika, Laurana, Tanis, Sturm, Flint, Tasselhoff?heroes all, their names are known by everyone familiar with their saga. But there are others as well: veterans of the War of the Lance, players behind the scenes, and even those who had no involvement wit the War whatsoever who are still heroes in their own right. Many are presented here for the first time. Among them: Grindlethorpe,...   [click here for more]
Wizards of the Coast  $9.99 $8.99

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More Leaves from the Inn of the Last Home (2e)

More Leaves from the Inn of the Last Home (2e)


A New Bill of Fare Welcome, guest, to our inn. To celebrate the coming of a new age to Krynn, we have devised a menu of succulent dishes we hope you wil lenjoy. Take a seat in your favorite booth. Order a mug of your favorite beverage. Meet new friends and share past times with old ones. Here are songs for the singing and good food for the eating. Your proprietors, Caramon and Tika Majere Inside...   [click here for more]
Wizards of the Coast  $17.99

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