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B10 Night's Dark Terror (Basic)

B10 Night's Dark Terror (Basic)


Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the will is strong. Will you answer the call, or are...   [click here for more]
Wizards of the Coast  $10.00 $4.99

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Red Hand of Doom (3e)

Red Hand of Doom (3e)


Who Can Stand Against the Son of the Dragon? The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with...   [click here for more]
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Harbinger House (2e)

Harbinger House (2e)


A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that...   [click here for more]
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HHQ3 Thief's Challenge (2e)

HHQ3 Thief's Challenge (2e)


For years, trade and travel along the river Thadysh have been peaceful. Suddenly a masked renegade, known only as the Gullwing Bandit, has turned the waters of Thadysh into a pirate stream. Who is this bandit? What nefarious plot is he weaving? Not even the local thieve's guild has been able to unveil the truth. "Thief's Challenge" is a special ADVANCED DUNGEONS & DRAGONS...   [click here for more]
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Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)

Dreams of the Red Wizards: Scourge of the Sword Coast (D&D Next)


Dreams of the Red Wizards Ghosts of Dragonspear Castle chronicled the efforts of the Red Wizards to unlock the power of elemental nodes located in an abandoned temple dedicated to the Princes of Elemental Evil. A gate to the Nine Hells lay open for some time, spewing devils and smoke. The heroes who closed the gate could not know it then, but amid the chaos of battle, another threat emerged....   [click here for more]
Wizards of the Coast  $14.99

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G1-3 Against the Giants (1e)

G1-3 Against the Giants (1e)


Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This material was originally published as three separate...   [click here for more]
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T1-4 Temple of Elemental Evil (1e)

T1-4 Temple of Elemental Evil (1e)


A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago, with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long-awaited...   [click here for more]
Wizards of the Coast  $15.00 $9.99

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B4 The Lost City (Basic)

B4 The Lost City (Basic)


Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventures inside and ancient pyramid ruled by a strange race of masked beings. This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the Dungeons & Dragons Basic game. It also includes enough information to continue...   [click here for more]
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B5 Horror on the Hill (Basic)

B5 Horror on the Hill (Basic)


The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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Return to the Tomb of Horrors (2e)

Return to the Tomb of Horrors (2e)


The nightmare of Acererak's tomb once again hungers for life! Imagine a place of unspeakable evil. It was built upon hopelessness and filled with unending terror and pain. This loathsome place shattered the life of everyone who ventured near. But through tremendous sacrifice and heroism, over the course of many years, it was finally gutted and its foul creator destroyed. Now...   [click here for more]
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I6 Ravenloft (1e)

I6 Ravenloft (1e)


Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his...   [click here for more]
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Return to the Temple of Elemental Evil (3e)

Return to the Temple of Elemental Evil (3e)


Evil Never Dies Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. Characters battle the power of darkness in Hommlet and...   [click here for more]
Wizards of the Coast  $29.95 $11.99

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Legacy of the Crystal Shard (Next)

Legacy of the Crystal Shard (Next)


An Adventure for 1st level characters by R.A Salvatore, James Wyatt, Jeffrey Ludwig Forgotten Realms - the Sundering The People of Icewind Dale are hardy and have long stood against the perils of he North. the events that shook the region a hundred years ago are now a distant memory. But what was defeated was not destroyed. Now forces converge on the Ten Towns, the people of the North face their...   [click here for more]
Wizards of the Coast  $34.95 $14.99

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A0-A4: Against the Slave Lords (1e)

A0-A4: Against the Slave Lords (1e)


Against the Slave Lords is a collection of four classic Advanced Dungeons & Dragons adventure modules that form a series -- A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords -- complete with original black-and-white interior art. Added to the collection is an all-new fifth adventure -- A0:...   [click here for more]
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Murder in Baldur's Gate (5e)

Murder in Baldur's Gate (5e)


Duke Adrian Abdel is a living legend in the city of Baldur's Gate, and much of the city has gathered to celebrate him and his accomplishments. On tis day of festivities, though, the dukes past will finally catch up with him, with dire consequences. Murder ha returned to Baldur's Gate, and brave heroes are the city's only hope to stop the violence. This Dungeons & Dragons Roleplaying...   [click here for more]
Wizards of the Coast  $34.95 $17.99

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The Forge of Fury (3e)

The Forge of Fury (3e)


What Waits in the Ruined Dwarf Stronghold? Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were...   [click here for more]
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Dragons of Autumn (3.5)

Dragons of Autumn (3.5)


Dragonlance® War of the Lance Campaign, Volume One Autumn settles on the plains of Abanasinia as rumors of war and strange creatures travel from northern lands. Friends meet in the tree-town of Solace after many years spent apart, hoping to reminisce about old times and adventures past. But the people of Ansalon need heroes, as the ancient gods have returned to the world, and...   [click here for more]
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FRA3 Blood Charge (2e)

FRA3 Blood Charge (2e)


The Stone Sceptre has been recovered! But will it be enough to stop the Raja of Solon? Ambuchar Devayam has massed 10,000 zombies on Ra-Khati\'s border. Only Gaumahavi, the Great Dragon of the Purple Wastes, stands between him and the Hidden Kingdom. Yet even she cannot face Ambuchar alone, for the evil raja has recovered an archaic Imaskari relic that renders him invincible If Ra-Khati is to be...   [click here for more]
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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]
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FRM1: The Jungles of Chult (2e)

FRM1: The Jungles of Chult (2e)


Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream! Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk th streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith....   [click here for more]
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D1-2 Descent into the Depths of the Earth (1e)

D1-2 Descent into the Depths of the Earth (1e)


The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the cavers under his stronghold discovered that Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine...   [click here for more]
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D3 Vault of the Drow (1e)

D3 Vault of the Drow (1e)


As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This adventure provides a...   [click here for more]
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N1 Against the Cult of the Reptile God (1e)

N1 Against the Cult of the Reptile God (1e)


Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause...   [click here for more]
Wizards of the Coast  $5.50 $4.99

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U3 The Final Enemy (1e)

U3 The Final Enemy (1e)


At last! An opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified - evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? "The Final Enemy" is the final part in a series of three modules designed and developed in the United Kingdom for beginning...   [click here for more]
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UK4 When a Star Falls (1e)

UK4 When a Star Falls (1e)


The power of prophecy is given to few. Wise are they who guard this gift well, for those who thirst after such knowledge are not always men of principle. Bastion of destiny, the Tower of the Heavens stands silhouetted against the star-studded night sky. From within his darkened observatory, perched like an eyrie on the highest turret, a figure in white charts the course of a shooting-star as it...   [click here for more]
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B8 Journey to the Rock (Basic)

B8 Journey to the Rock (Basic)


To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it?but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril?dangers that have claimed the lives of many brave adventurers. Rashness...   [click here for more]
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B7 Rahasia (Basic)

B7 Rahasia (Basic)


Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the...   [click here for more]
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CM2 Death's Ride (Basic)

CM2 Death's Ride (Basic)


A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed...   [click here for more]
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B12 Queen's Harvest (Basic)

B12 Queen's Harvest (Basic)


The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Karvorquian's stronghold and recover the missing property. "Queen's Harvest" picks up its story where B11: "King's Festival," left off. It can be played as a sequel to that adventure or...   [click here for more]
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In the Phantom's Wake (Basic)

In the Phantom's Wake (Basic)


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]
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DS1 Freedom (2e)

DS1 Freedom (2e)


Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city...   [click here for more]
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Mind Lords of the Last Sea (2e)

Mind Lords of the Last Sea (2e)


The Wanderer's Chronicle Beyond the Scorched Plateau, across the Burning Plains, in the shadow of the Thunder Mountains, the largest body of water beneath the crimson sun sparkles like a desert mirage. But the place is real, for I have seen it. I felt the cool spray on my skin, tasted the salt mist on my lips. It is the Last Sea, a remnant of a long-lost age hidden far to the north of Tyr --From...   [click here for more]
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SJA1 Wildspace (2e)

SJA1 Wildspace (2e)


On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop...   [click here for more]
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Well of Worlds [Planescape] (2e)

Well of Worlds [Planescape] (2e)


Clueless? The majesty and the dark got you down, cutter? Don't know how to lead a green prime to water? Then worry no more! The Well of Worlds is the answer to every basher's pleas for introducing gamers to the planes. The chant is: Nine new adventures; a poster map of the planes (depicting Avernus, the first layer of Baator); a slew of magical items; and excitement! Face off against a crazy king...   [click here for more]
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In the Abyss (2e)

In the Abyss (2e)


Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action. Every sod's got a tale to tell...   [click here for more]
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Fires of Dis (2e)

Fires of Dis (2e)


In the Outer Planes, a holy sword can be a fiend's best friend, especially when the owner wants it back? Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed...   [click here for more]
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Something Wild (2e)

Something Wild (2e)


Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike...   [click here for more]
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HHQ1 Fighter's Challenge (2e)

HHQ1 Fighter's Challenge (2e)


Decades ago, Sturnheim was a thriving trade town on a major caravan route. But then, disaster struck when a gold-laden caravan disappeared without a trace. Financially ruined, the town slipped into decline, and now lies almost forgotten on a route that is seldom traveled anymore. You can unravel a 40-year-old mystery and restore the honor of Sturnheim - if you have the guts! ...   [click here for more]
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HHQ8 Cleric's Challenge II (2e)

HHQ8 Cleric's Challenge II (2e)


Something evil is stalking the parish of Barlox. Ten years ago, the village's temple burned to the ground and the parish priest disappeared. The temple has since been rebuilt, but life has not returned to normal. A current of fear and discontent now ripples beneath the surface of this once sleepy wine-making community. Old rivalries have turned bitter, and unwittingly unleashed a force of ancient...   [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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OA3 Ochimo The Spirit Warrior (1e)

OA3 Ochimo The Spirit Warrior (1e)


Your family and those of your friends are deeply indebted to the Ko family, a clan of merchants from distant and alien Shou Lung. The Ko have been instructed by their emperor to develop an island possession to extend the Glorious Empire of the Shou Lung. The colony there is failing because of fell spirits and dire hauntings. The Ko family is calling in old favors to discover who is responsible for...   [click here for more]
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WG5: Mordenkainen's Fantastic Adventure (1e)

WG5: Mordenkainen's Fantastic Adventure (1e)


Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stand two massive iron doors -- doors without...   [click here for more]
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HHQ4 Cleric's Challenge (2e)

HHQ4 Cleric's Challenge (2e)


Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the town's dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little...   [click here for more]
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Requiem: The Grim Harvest (2e)

Requiem: The Grim Harvest (2e)


"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...   [click here for more]
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Die Vecna Die! (2e)

Die Vecna Die! (2e)


The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.   To stop him, heroes must face horrors never dreamed...   [click here for more]
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RA1 Feast of Goblyns (2e)

RA1 Feast of Goblyns (2e)


Beware the Mists of Ravenloft, for they will envelop you in terror! In Feast of Goblyns, a party of adventurers is mysteriously transported from the lands they know to a dark and dangerous demiplane known as Ravenloft. Trd in this realm of terror, they must use all their skills to escape the manipulations of one of Ravenloft's most powerful lords as they attempt to seek out the accursed...   [click here for more]
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Vecna Reborn (2e)

Vecna Reborn (2e)


From the depths of antiquity, he arises. . . . Trapped in a mockery of his former kingdom, he broods. . . . In hatred and spite against the one who betrayed him, he schemes. . . . The other lords of Ravenloft may possess horrific power. . . but Vecna is god. Trapped by the Mists of Ravenloft, the lich lord Vecna plots his escape and revenge against Kas the Destroyer, his traitorous former lieutenant....   [click here for more]
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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...   [click here for more]
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Expedition to Undermountain (3.5)

Expedition to Undermountain (3.5)


Expedition to Undermountain is a 224-page super-adventure that revisits the greatest dungeon in the Forgotten Realms campaign setting. Located beneath the city of Waterdeep, Undermountain has lured countless heroes to their doom. Like other adventures in the “Expedition” series, this product takes a classic D&D location, updates it for v.3.5, and features many new surprises....   [click here for more]
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N3 Destiny of Kings (1e) (1986)

N3 Destiny of Kings (1e) (1986)


When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can...   [click here for more]
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