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Al-Qadim: Land of Fate (2e)

Al-Qadim: Land of Fate (2e)


Ride a magic carpet to a land of a thousand and one adventures! Visit spired cities, lush oases, and mysterious isles set in glittering seas. Meet sultans and sheikhs. See genies and giants. Discover a trove of new magical treasures! Whether your character starts from the compatible Forgotten Realms game setting or begins the journey elsewhere, this product contains everything a bold adventurer needs...   [click here for more]
Wizards of the Coast  $9.99

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Al-Qadim: Arabian Adventures (2e)

Al-Qadim: Arabian Adventures (2e)


Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire - such wonders, spun into tales by fabled Scheherasade, enchanted a king for a thousand and one nights. The Al-Qadim campaign will enchant role-players for a thousand and one more You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights....   [click here for more]
Wizards of the Coast  $18.00 $4.99

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Al-Qadim: Classes and Backgrounds (5e)

Al-Qadim: Classes and Backgrounds (5e)


Al-Qadim: Classes and Backgrounds (5e) Forgotten Realms: Abeir-Toril\Faerun\Zakhara Introduction: Al-Qadim campaign setting is themed after the Arabian Nights stories. Zakhara, also known as the Land of Fate, was a giant peninsula of the same super-continent that hosted Faerûn and Kara-Tur on the planet Abeir-Toril. (Forgotten Realms Campaign Setting 3rd edition, 2001) The majority of...   [click here for more]
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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  $9.99

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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]
Wizards of the Coast  $18.00 $9.99

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ALQ1 Golden Voyages (2e)

ALQ1 Golden Voyages (2e)


Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides the source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place....   [click here for more]
Wizards of the Coast  $18.00 $9.99

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ALQ2 Assassin Mountain (2e)

ALQ2 Assassin Mountain (2e)


The Caliph of Shadows awaits! The Assassins of Zakhara strike in silence and from darkness, certain of their faith and the rightness of their cause. The slayers carry out the orders of their Grandfather assassin, never questioning his wisdom or direction. Assassin Mountain is the DM's guide to the secrets and objectives of the assassins. Captured inside this Sourcebox, you'll find new information...   [click here for more]
Wizards of the Coast  $9.99

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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  $7.99

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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]
Wizards of the Coast  $9.99

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Ruined Kingdoms (2e)

Ruined Kingdoms (2e)


Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover:...   [click here for more]
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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]
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Reunion (2e)

Reunion (2e)


Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But Fate takes a hand as a noble djinn seeks to fulfill an ancient wish.... In this unusual three-part scenario, players take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and...   [click here for more]
Wizards of the Coast  $4.99

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Al-Qadim Archetypes: Scimitars Against the Dark

Al-Qadim Archetypes: Scimitars Against the Dark


Al-Qadim Archetypes: Scimitars Against the Dark presents six new subclasses as well as new spells, new monsters, a new variant race, and more for Dungeons & Dragons 5th Edition! With an emphasis on exploring the seas and deserts of Al-Qadim, this PDF contains everything you need to take on the evil that threaten the Land of Fate, but also includes easy guidelines for using these options...   [click here for more]
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Elemental Magic of Zakhara (Al-Qadim & Forgotten Realms)

Elemental Magic of Zakhara (Al-Qadim & Forgotten Realms)


This product both brings elements inspired by the southern continent of Zakhara up to the Sword Coast of Faerûn and updates them for native 5th edition Al-Qadim games. Inside you’ll find over 50 spells of the four elemental provinces of Zakharan mages (more than 10 for each elemental province), updated from AD&D Second Edition which complement those found in both the Player’s...   [click here for more]
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Zakharan Bestiary - Monsters of Al-Qadim

Zakharan Bestiary - Monsters of Al-Qadim


Welcome to the Zakharan Bestiary! This book holds more than a hundred and fifty monsters from the Al-Qadim™ campaign setting for your Dungeons & Dragons™ 5th Edition campaigns. There are countless genies and elementals, the terrifying roc, the yakfolk of the World Pillar Mountains, giant fire-breathing wasps, living idols from ages long gone, serpentine monstrosities...   [click here for more]
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Monstrous Compendium Annual - Volume 1 (2e)

Monstrous Compendium Annual - Volume 1 (2e)


They're BAA-aaack! Virtually all of the monsters that appeared in TSR's 1993 AD&D product line, plus many of those that appeared in the 1993 issues of Dragon, Dungeon, and Polyhedron magazines, are brought together in this first release in an annual series of Monstrous Compendium supplements. This book is crawling with more than 100 denizens of the land, sky, sea, and underdark,...   [click here for more]
Wizards of the Coast  $18.00 $9.99

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D&D5e Warlock Patron: The Genie

D&D5e Warlock Patron: The Genie


The following document is proposed rules to add Genies to the Warlocks Otherworldly Patrons, for use in any setting but especially suited for Al-Qadim. Works Cited Greenwood, E., Reynolds, S. K., Williams, S., & Heinsoo, R. (2001). Forgotten Realms Campaign Setting 3rd edition. Renton, Washington, United States: Wizards of the Coast. Grubb, J., & Hayday, A. (1992). Arabian Adventures. Lake...   [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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Corsairs of the Great Sea (2e)

Corsairs of the Great Sea (2e)


Set Sail with the Pirates of Chaos! A thousand welcomes, noble friend! I see your eye is as keen as the eagle and your mind as sharp as my jambiya, for you hold in your hand a great treasure. This box contains everything needed to launch an epic adventure featuring corsairs and mamluks: - A stunning poster map of the Corsair Domains and Zakhara's northern shores. - Six full-color cardstock sheets...   [click here for more]
Wizards of the Coast  $9.99

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Seers of Zakhara (Al-Qadim & Forgotten Realms)

Seers of Zakhara (Al-Qadim & Forgotten Realms)


Seers of Zakhara provides everything you need to create seers and oracles, suitable for Faerûnian or Zakharan characters. This includes: Two sorcerous origins: the hakima and the ghul lord One arcane tradition: astrology Five backgrounds well suited for these archetypes or any other: cursed visionary, devoted, matrud, unseen, and vizier Thirteen spells suited for for these character options:...   [click here for more]
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Midnight in the City of Brass (Al-Qadim and Forgotten Realms "Digital Sourcebox")

Midnight in the City of Brass (Al-Qadim and Forgotten Realms "Digital Sourcebox")


Genies! Lovers! Monsters! Assassins! Fire! It's all here! "Midnight in the City of Brass is possibly one of the best modules we’ve read, and may be in the running for 'best module of the year'. We are rating it 5 Stars [out of 5] and giving it a Must Have!" - Ryan Langr of Realmwarp Media "The best adventure I've played in years!"...   [click here for more]
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Sea Devils of the Pale Hand (Al-Qadim and Forgotten Realms Nautical Supplement)

Sea Devils of the Pale Hand (Al-Qadim and Forgotten Realms Nautical Supplement)


Darkness in the Land of Fate: Kraken worshippers, death cults, giant four-armed horrors of the deep, and more await! This supplement provides all you need to launch a nautically-themed campaign in the Land of Fate or a setting with a similar cultural background. Fully compatible with the core rules and the enhanced ship rules found in Ghosts of Saltmarsh, this book provides...   [click here for more]
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MC14 Monstrous Compendium Fiend Folio Appendix (2e)

MC14 Monstrous Compendium Fiend Folio Appendix (2e)


Look to your weapons! Here comes a horde of the strangest creatures ever to inhabit the worlds of the AD&D game. The denizens of the original FIEND FOLIO tome are back, updated and expanded for the AD&D 2nd edition game. Treat yourself to an in-depth look at the peculiar achaierai, vicious stilt-legged birds that roam the infernal planes - and they also hunt closer to civilization. Find out...   [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...   [click here for more]
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FR13 Anauroch (2e)

FR13 Anauroch (2e)


The Great Desert. Where the Winds Wail. Grave of the Lost Princes. The Great Sand Sea. Not a place many sane folk in the Forgotten Realms want to visit. But there are plenty of the other sort, who come hence to find wonders both beautiful and dangerous. The deadly, shifting sands of Anauroch hide-and occasionally, tantalizingly reveal-the riches and strange treasures of The Lost Kingdoms, swallowed...   [click here for more]
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FR16 The Shining South (2e)

FR16 The Shining South (2e)


Far off in the south exist countries of legend. Here live the powerful, reclusive mages of Halruaa, the cheerful halflings of Luiren, and the traders of Durpar and Var the Golden. Come along on a risky visit to Dambrath, a country ruled by an alliance of drow and the priestesses of Loviatar, or to Ulgarth, where the only true coffee in the Realms is grown. Prepare to shop the fabulous markets fo...   [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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FRQ3 Doom of Daggerdale (2e)

FRQ3 Doom of Daggerdale (2e)


Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered...   [click here for more]
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FOR9 Wizards and Rogues of the Realms (2e)

FOR9 Wizards and Rogues of the Realms (2e)


From Waterdeep to Thay, from the Great Glacier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious—anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the...   [click here for more]
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HR7 The Crusades Campaign Sourcebook (2e)

HR7 The Crusades Campaign Sourcebook (2e)


Nine hundred years ago, the Dark Ages ended. But a new and terrible age then began, one of great conflicts: brutality and heroism, terror and courage, glorious victory and disastrous defeat. Western Europe turned its eyes eastward toward the Holy Land and moved to take it from the Saracens. But the forces of Islam would have none of this, and under the call of jihad they arose to meet the invaders....   [click here for more]
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DMGR9 Of Ships and the Sea (2e)

DMGR9 Of Ships and the Sea (2e)


The open sea, primal and unknown, beckons. Of Ships and the Sea is packed with information on the ships of the AD&D game, rules for sailing them to exotic lands, and two system for conducting naval combat. The action extends below the waves, too, as this book also reveals the secrets of underwater adventuring and exploration-rules for travelling, fighting, and casting...   [click here for more]
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DMGR5 Creative Campaigning (2e)

DMGR5 Creative Campaigning (2e)


DM: "OK, you're all sitting in the tavern when..." Players: "Oh no, not another tavern scenario! We're tired of those! We want something different!" If this sounds like your latest gaming session, Creative Campaigning can help: This book is loaded with ideas and suggestions that will make even the most jaded players sit up and pay attention....   [click here for more]
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DMGR7 The Complete Book of Necromancers (2e)

DMGR7 The Complete Book of Necromancers (2e)


Come, let us explore the art of necromancy together. - Arch-Necromancer Kazerabet Necromancers like Kazerabet and their priestly counterparts have mastered many dark, forbidden secrets. This tome reveals these mysteries to the Dungeon Master, who will find new NPC kits and volumes of necromancer's minions, familiars, secret societies, poisons, magical items, enchanted tomes, and...   [click here for more]
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Book of Artifacts (2e)

Book of Artifacts (2e)


Incredible magic for all campaigns! The Book of Artifacts will help every adventure reach new plateaus of mystery, danger, and epic excitement. Within these pages is the most complete collection of legendary and obscure artifacts ever assembled for the AD&D 2nd Edition game. Each enigmatic token or powerful relic has a detailed history, special powers that truly fit the theme of the item,...   [click here for more]
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I9 Day of Al'Akbar (1e)

I9 Day of Al'Akbar (1e)


"The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman...   [click here for more]
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Tale of the Comet (2e)

Tale of the Comet (2e)


Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten...   [click here for more]
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DSS1 City-State of Tyr (2e)

DSS1 City-State of Tyr (2e)


Tyr has battled and bled for its freedom, throwing off the yokes of an insane sorcerer-king and slavery. The city stands poised on the brink of democracy, but has Tyr the strength to seize the future and shape it in the image of that freedom, or has the city merely traded one form of slavery for another? City-State of Tyr addresses these matters and more. Within this 96-page booklet is the most...   [click here for more]
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The Legend of Spelljammer (2e)

The Legend of Spelljammer (2e)


Feared by some, hunted by others, the awesome vessel Spelljammer glides through the vastness of space on manta wings. For the first time ever, the myths surrounding the Great Ship are unveiled, allowing you to expand your Spelljammer game campaign. Is the Spelljammer a legend from the past or a mystery of the present? Is it truly a ship or a living being? Who commands it? What secrets hide in its...   [click here for more]
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MC7 Monstrous Compendium Spelljammer Appendix (2e)

MC7 Monstrous Compendium Spelljammer Appendix (2e)


Thought you'd seen it all when you met the neogi? Threw up your hands in horror at the sight of space barnacles? Well. . . get ready for the giant space hamsters, the symbionts, and lots of other wild and weird Spelljammer campaign monsters! In this product are some of the most fantastic creatures ever seen ( or not seen, as the case may be), in wildspace or out of it. Yes, there really are giant...   [click here for more]
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SJR1 Lost Ships (2e)

SJR1 Lost Ships (2e)


Who among you who have dared to enter the starry deeps has not heard of the dark, drifting derelicts of earlier spacefarers? The silent, menacing lairs of monsters that may hide great treasures for those bold enough to explore them? And what space captain plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one? Product History SJR1:...   [click here for more]
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CGR1 The Complete Spacefarers Handbook (2e)

CGR1 The Complete Spacefarers Handbook (2e)


Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip you characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the...   [click here for more]
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Spelljammer: Adventures in Space (2e)

Spelljammer: Adventures in Space (2e)


Multitudes of worlds wheel through Wildspace. The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure. The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances...   [click here for more]
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SJR5: Rock of Bral (2e)

SJR5: Rock of Bral (2e)


Welcome to the city of twilight, the city of thieves, the city among the stars. Founded by pirates, Bral is now a prosperous city of rogues and merchants, adrift in the vast realms of Wildspace. Its docks are crowded with graceful ships, its streets are teeming with intrigue and adventure, and its population includes shining heroes and dark villains. The Rock of Bral is a haven for any adventurer with...   [click here for more]
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Planescape Campaign Setting (2e)

Planescape Campaign Setting (2e)


Glory? Majesty? You don't know the dark of it! Discover the multiverse! Enter infinite universes of infinite variety, worlds beyond the prime-material settings of the AD&D game. Explore Sigil, the City of Doors, filled with portals to every layer of every plane. All you need is the right key, including. . . A Player's Guide to the Planes: A 32-page primer that introduces...   [click here for more]
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In the Cage: A Guide to Sigil (2e)

In the Cage: A Guide to Sigil (2e)


Welcome to the Cage! That's Sigil, City of Doors, realm of the Lady of Pain, gateway to all planes and possibilities. It's the most coveted burg in the multiverse, and this tome is the key to unlocking its secrets. Now DMs and cutters alike can discover: Little-known facts about Sigil's sites and personalities A guide to major portals Maps of famous locales, fiendish and...   [click here for more]
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Planes of Chaos (2e)

Planes of Chaos (2e)


Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard. Inside this tome, you'll find the following: The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes; The...   [click here for more]
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GA1: The Murky Deep (2e)

GA1: The Murky Deep (2e)


The legendary coastal city of Carsail existed two centuries ago, before it vanished beneath the waves, reputedly at the hands of angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsail still abound. Now, the clerics of a seaside town have proven that some unusual items are indeed from the legendary city, and two priests involved in the process, as well as a mysterious...   [click here for more]
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Oriental Adventures (1e)

Oriental Adventures (1e)


Dungeon Masters and players: prepare yourselves to enter a whole new world-the world of Oriental Adventures! The material in this book will enable you to play the AD&D game as you've never played it before. In the lands of Oriental Adventures, characters are not judged solely on their prowess with sword and spell. Oriental characters' social skills and personal honor are just as important as...   [click here for more]
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Dawn of the Overmind (2e)

Dawn of the Overmind (2e)


A new age dawns.an age of terror! They are close. I can feel them even stronger, now. It won't be long before the Masters come again. I have waited for them, waited for their return. Once they extinguish the Light, the true Dawn can begin. The illithids once ruled a mighty empire that stretched across many worlds. These foul creatures enslaved or destroyed whole races in their quest for ultimate...   [click here for more]
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Council Of Wyrms (2e)

Council Of Wyrms (2e)


Feel mighty muscles ripple beneath your armored flesh. Hear the wind rush by with each powerful flap of your scaled wings. Smell the fear-soaked sweat of your prey as it wafts up from the ground below. You are a dragon - majestic, invincible, supreme! IMAGINE player characters of such fierce countenance and unstoppable power that only one setting can hold them! IMAGINE having abilities...   [click here for more]
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