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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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Blue Fox, scramble. Red Dragon at 5 o'clock! The Realms of the Sky belongs to Serraine, the incredible Flying City of the gnomes. They know no borders, and fear no monsters. From the far reaches of Alphatia to the mysterious lands of Arypt, their neverending quest is for the magical fuel.that will keep them flying! Top Ballista describes the City of Serraine and its facetious inhabitants.... [click here for more] |
Wizards of the Coast |
$4.99
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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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Who Disturbs the Slumber of the Forgotten King?
Wolves prowl the graveyard of sleepy Kingsholm, and death lurks behind shadowed tombstones. Something has disturbed the sleepers in the mausoleum, and brave adventurers are needed to explore the catacombs beneath the graves and discover what evil stirs in the darkling depths.
"Barrow of the Forgotten King" is a Dungeons & Dragons... [click here for more] |
Wizards of the Coast |
$9.99
|
The king is dead. And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice.
Is the gem in the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures?
This... [click here for more] |
Wizards of the Coast |
$4.99
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Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison.
Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal... [click here for more] |
Wizards of the Coast |
$4.99
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Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical... [click here for more] |
Wizards of the Coast |
$6.95
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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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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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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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Fane of the Drow features two double-sided poster maps designed for roleplaying and miniatures skirmish play. An accompanying 16-page adventure can be dropped into any campaign. Enemies consist of creatures from various D&D miniatures.
Miniatures skirmish scenarios are included for additional play options, written to allow Dungeon Masters to seamlessly integrate D&D Miniatures into the adventure.... [click here for more] |
Wizards of the Coast |
$4.99
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The dragon laughs and prepares to strike. But you were nearly defeated by his minions, and you are now too weak to wield your sword. Your magic-user is out of spells; your other comrades, too, have lost their fighting spirit. What hope have you of defeating the vile dragon? Do you run, or do you try one last, desperate plan? This new entry-level supplement to the DUNGEONS & DRAGONS game lets... [click here for more] |
Wizards of the Coast |
$4.99
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Third Adventure in the Blood Brethren Trilogy.
To find the Immortals!
The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean to the land of the Shahjapur, where moguls hunt tigers, untouchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end.
In this land of shrines and elephants and shapeshifting assassins, resolution... [click here for more] |
Wizards of the Coast |
$4.99
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This entry-level D&D module, perfect for the new player, includes a short adventure with wizards and other monsters.
An exciting beginner-level module designed to get novice game players started in the D&D world.
Product History
DDA3: "Eye of Traldar" (1991), by Carl Sargent, is an adventure for the Basic D&D game. It was published in June 1991.
Origins: A Transitional... [click here for more] |
Wizards of the Coast |
$4.99
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The fear of doom is haunting the fair elven forest. An ancient enemy, dark and sinister, is threatening them once more. Three witches inhabit the ruins of the wizard Elyas' tower, and their evil schemes are now in motion. Two elf maidens have disappeared without trace. None of those sent to explore the witches' tower have returned. The elves' magic is failing, and they have turned to you for help.... [click here for more] |
Wizards of the Coast |
$4.99
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Long ago the wisdom of the Prophet, Al-Kalim, came to the village of Dar el-Tamyya, and taught the folk to disregard their idols of old. But they kept one, to remember their ancient past and the wisdom of their ancestors. They also kept it because they believed it to be magical, blessed to protect the village form harm. Now the idol has been taken. Yesterday a small band of goblins raided Dar el-Tamyya,... [click here for more] |
Wizards of the Coast |
$1.99
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Your party moves stealthily up the dark hallway. Torn cobwebs dangle from the ceiling; to the south, a huge, iron door creaks eerily in the mysterious wind. A massive iron gate crashes down, blocking the corridor ahead! Wait a minute. The pencil broke. Mapping dungeons is quick, easy, and exciting with the 3-D Dragon Tiles. Use the Dragon Tiles to bring your Dungeons & Dragons and Advanced... [click here for more] |
Wizards of the Coast |
$4.99
|
Hellspike Prison features two double-sided poster maps designed for roleplaying and miniatures skirmish play, plus an accompanying 16-page adventure that can be dropped into any campaign. Enemies include creatures from the recent Underdark miniatures expansion.
Miniatures skirmish scenarios are included for additional play options. The two poster maps can be put together to form the fiery underdark... [click here for more] |
Wizards of the Coast |
$6.99
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The Underdark Holds Many Secrets
A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
"Deep Horizon" is a... [click here for more] |
Wizards of the Coast |
$4.99
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A D&D adventure set in the world of Athas or your own campaign world.
Now that Tyr is free of Kalak the Sorcerer-King, opportunity abounds in the city and the surrounding wastes. But some see Kalak’s fall as the beginning of Tyr’s end, and the unpatrolled deserts nearby are rife with danger. Outlaws openly defy the city’s Revolutionary Council and threaten outlying holdings.... [click here for more] |
Wizards of the Coast |
$6.99
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Evil magic is afoot! On what should be the hottest day of the year, snow blankets the tiny village of Torlynn. The winter weather wreaks its havoc week after week, and the people of Torlynn are forced to abandon their homes. Only a few hardy souls remain in the village, one being Burgomaster Gustovan. So far the burgomaster's plans to save his town have failed, and now he has but one chance left... [click here for more] |
Wizards of the Coast |
$4.99
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Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon from which trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle... [click here for more] |
Wizards of the Coast |
$12.99
|
The best way to start playing the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game.
Designed for 1–5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Learning the game has never been... [click here for more] |
Wizards of the Coast |
$9.99
|
Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker... [click here for more] |
Wizards of the Coast |
$4.99
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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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Something is rotten in Rhoona? When the grotesque god Cretia casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out the Ducal Palace - dwarves are outlawed, taxes must be paid in beer, horses must be ridden backwards. Soon the entire town is in an uproar, and a dwarven army is marching on Rhoona. This... [click here for more] |
Wizards of the Coast |
$4.99
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Long ago, the Sabrak clan of dwarves, in an effort to restore their clan’s lost power and status, meddled with dark forces in the Sunset Mountains. The dwarves succeeded only in creating their own isolation and madness. Their clan grew smaller and ever more degenerate—so that today, only the three brothers who lead the clan and a handful of other dwarves remain.
Of the three brothers, Zarnak,... [click here for more] |
Wizards of the Coast |
$4.99
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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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Take Your First Steps On the Road to Adventure.
Goblins set upon the quiet town of Barrow's Edge, and the community cries out for heroes to save them. What has turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The truth lies deep within the Howling Caves....
This stand-alone adventure is designed for a group of 1st-level... [click here for more] |
Wizards of the Coast |
$4.99
|
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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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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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] |
Wizards of the Coast |
$4.99
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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 |
$4.99
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The deadliest dungeon in the D&D world returns!
For generations, the Tomb of Horrors has held an inescapable allure. It draws adventurers to it like a beacon then devours them utterly like some monstrous predator. Within its sepulchral, trap-ridden halls and chambers lay the secrets and treasures of the demilich Acererak and, some say, the demilich himself.
Tomb of Horrors features a modular... [click here for more] |
Wizards of the Coast |
$14.99
|
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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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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"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs, "I fear we are doomed." It appeared only a few weeks ago — a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this... [click here for more] |
Wizards of the Coast |
$4.99
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REVOLT OF THE GLADIATORS!
The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!). Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures... [click here for more] |
Wizards of the Coast |
$4.99
|
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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While Maeshi province revels in the festival spirit, clouds gather over the political scene. Two warlords are vying for control of this otherwise peaceful place, and you are guests of one of them. Sun Temple officials have offered complete support to the faction which successfully travels to Ito-jo Castle (said to hold relics of great importance to the Sun Temple), brings them back safely, and returns... [click here for more] |
Wizards of the Coast |
$4.99
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Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary... way out of the ordinary... Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual... [click here for more] |
Wizards of the Coast |
$9.99
|
A 4th Edition D&D adventure for characters of levels 7–10
The ancient trees of the Shadowsong Forest have borne witness to the passing of epochs, and hidden beneath their dark canopies are the remains of empires long departed. Few souls brave enough to explore the primeval forest ever return, for countless horrors haunt the crumbled ruins. When a band of evil criminals seeks refuge within... [click here for more] |
Wizards of the Coast |
$12.99
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Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to... [click here for more] |
Wizards of the Coast |
$4.99
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Not long age, a magical vortex released into the lands of Thunder Rift a strange and haunted ship from another time and place. A cursed ship, bad luck for those who see it. The party never wanted to see the ship, much less board it. However, the mystical astrolabe they found must have had great power?at least enough to send them here. Too bad it's missing, now. Will the heroes find a way off the... [click here for more] |
Wizards of the Coast |
$4.99
|
SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers... [click here for more] |
Wizards of the Coast |
$9.99
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EXPLORE A SHATTERED DUNGEON WITH A DARK SECRET
Centuries ago, forces of good and evil collided in a titanic battle at the mountain fortress of Slaughtergarde. Armies of mortals and angels and defeated a rampaging demon horde, banished its demon prince, and tore Slaughtergarde apart, hurling it back into the Abyss. However the destruction of Slaughtergarde was incomplete.
Parts of the fortress were... [click here for more] |
Wizards of the Coast |
$11.99
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An Adventure for 6-8 Characters, Levels 8-10 The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk... [click here for more] |
Wizards of the Coast |
$4.99
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Stand Against the Coming Night!
Shadows in the forest deepen as an oracle among the Yuirwood's half-elf inhabitants foretells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like its counterparts elsewhere in the Yuirwood, this stone henge allows... [click here for more] |
Wizards of the Coast |
$4.99
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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] |
Wizards of the Coast |
$9.99
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You stand before a great throne of lapis lazuli. The massive chamber is also blue, even the air has an indigo quality, perhaps from the strangely convoluted coils of smoke rising from the braziers of azure metal. Encompassed by the great chair is a man whose presence inspires awe, Tenser the Archmage.
High above the City of Greyhawk, somewhere upon the lonely south coast of the Nyr Dyv, you and your... [click here for more] |
Wizards of the Coast |
$4.99
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