A Paladin in Hell (2e)

Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important... [ click here for more ] Wizards of the Coast $4.99





A4 In the Dungeons of the Slave Lords (1e)

Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module was originally used for the final round of the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the culmination of four related tournament modules.... [ click here for more ] Wizards of the Coast $4.99





AC1 The Shady Dragon Inn (Basic)

The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character... [ click here for more ] Wizards of the Coast $4.99





Adam's Wrath (2e)

There are some things that mere mortals were never meant to know. . . . In the domain of Lamordia, Doctor Victor Mordenheim created Adam?cobbling the creature together from parts of human corpses. Now, years later, Adam wants revenge. Adam wants Elise, Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves... [ click here for more ] Wizards of the Coast $4.99





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





AM1: Amazing Engine System Guide

This is a game system unlike any you've played before. In this booklet are the rules you need to create a character core. With that character core, you can create any number of player characters for any number of game universes within the AMAZING ENGINE? game system. You can create wizards, mercenaries, alien technologists, xenoform thieves-any kind of character, from nearly any kind of fantasy or... [ click here for more ] Wizards of the Coast $4.99





AM3: BUGHUNTERS Universe Book

Travel to exotic new worlds, see strange new life forms, and kill them... before they kill you! Captain Harley set the ship down in the middle of the colony's main street. Somehow he managed not to land on any of the bodies. I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio. "Give it up, Stanley," Clinton said as she hefted... [ click here for more ] Wizards of the Coast $7.99





AM4: MAGITECH Universe Book

Imagine an alternate earth, one somewhat different from our own? and earth that has always been home to elves, dwarves, centaurs, and other fantastic folk, an earth where magic has been scientifically studied and quantified, and now serves as a clean power source for modern devices like crystal balls computers, flying carpets, and autocarriages . . . The world of the MAGITECHTM Game is Earth... [ click here for more ] Wizards of the Coast $4.99





AM5: The Galactos Barrier

Daisonne Morione stood on the bridge of her cruiser, surveying the enemy fleet just now becoming visible across the vacuum that separated them. Daringly, the flagship was displaying the colors of the outlawed S'farna pirates. To her left, her first officer bared his fangs in a rare show of emotion. "We can't allow this affrontery, Emperorl Shall I call for emergency procedures?" The lupiral shook... [ click here for more ] Wizards of the Coast $4.99





AM6: Once And Future King Universe Book

Then a knight traveled to the kingdom of Surluise on the planet Mars. He chanced upon a fair castle, where there was a wide courtyard. The knight dismounted from his hoversteed and armed himself, for he saw that this was a place for fighting. There came upon the knight two giants, each armed with a great club. With one stroke of his lasersword he smote the head from one of the giants. When the second... [ click here for more ] Wizards of the Coast $9.99





AM7: Metamorphosis Alpha to Omega Game

Once, it was a generation ship, carrying one and a half million colonists from Earth through the emptiness of space to the distant worlds of the Xi Ursae Majoris system. Then came the Crisis. During the anarachy that followed, most of the ship's crew perished, while others mutated into strange, wonderful, and deadly new species. Now, centuries later, descendants of those survivors strive to explore... [ click here for more ] Wizards of the Coast $9.99





AM8: Kromosome Game

Don't Stop At the Edge If you've got the edge, you got it all. Surf the Net, ride the new tech, twist it. If you lose your edge, you might as well be a zombie. Keep it while you can—a cybernation of millions is ready to take you down. The opposition has more money. Belters have newer genes, and the young Netrunners have slicker programming, but you're still a better breed of human. You've got... [ click here for more ] Wizards of the Coast $9.99





Assault on Raven's Ruin (Basic)

In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine... [ click here for more ] Wizards of the Coast $4.99





B1-9 In Search of Adventure (Basic)

Threshold. The northernmost town in the Duchy?and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn... [ click here for more ] Wizards of the Coast $9.99





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 $4.99





Blood Enemies: Abominations of Cerilia (2e)

Cerilia: Where gods died and kings now rule with divine powers. Where dark powers contaminate flesh and blood, and evil shows its true visage in the abominations that stalk the land. Where monarchs both pure and corrupt clash over rulership of the BIRTHRIGHT campaign world! This book, designed for the Dungeon Master, is a guided to the most dangerous creatures on the face of Cerilia: the awnsheghlien.... [ click here for more ] Wizards of the Coast $9.99





C1 The Hidden Shrine of Tamoachan (1e)

This module was originally used for the Official Advanced Dungeons & Dragons tournament at Origins '79, and is the first in the Competition Series. This module contains a challenging setting as well as an original scoring system and an assortment of pre-rolled characters for adventuring. This module may thus be used for private competition among players, or as a separate, non-scored adventure!... [ click here for more ] Wizards of the Coast $4.99





C2 The Ghost Tower of Inverness (1e)

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst. Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure - the fabled Soul Gem. The module was originally written for the Official Advanced Dungeons & Dragons Game Tournament at Wintercon VIII, held... [ click here for more ] Wizards of the Coast $4.99





Calimport (2e)

The City of Glory Revealed at Last! "Calimport? I'd sooner dive into Undermountain than risk my ship going to that gods-forsaken city!" "Ah - the fabled City of Glory. Its wonders remain unmatched by any other city across Faerun, e'en Waterdeep, for Calimport does not impede anyone's business due to some overbearing morality." "Walking through Calimport, either among... [ click here for more ] Wizards of the Coast $4.99





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 $4.99





Castles (2e)

Inside you'll discover a "King's Ransom" in Castles and Accessories! EXPLORE THREE SPECTACULAR CASTLES... "Darkhold" in the Forgotten Realms setting: Towering stronghold of the nefarious Black Network "Drungar" in the Dragonlance setting: Bastion of defense against Thenol's undead armies. "Hart" in Greyhawk setting: A paladin's shining, star shaped fortress. See each castle brought to life... [ click here for more ] Wizards of the Coast $4.99





Castles Forlorn (2e)

Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies... [ click here for more ] Wizards of the Coast $7.99





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 ] Wizards of the Coast $9.99





CGR2 The Complete Gladiator's Handbook (2e)

From the dusty arenas of Athas comes The Complete Gladiator's Handbook, ready to arm the fiercest Dark Sun campaign antagonist. Numerous new kits, details of the Tyr region's arenas, quick summaries of combat rules, a martial arts system, and suggestions on how to run arena games are within these pages. So gird your weapons-your opponents await! Product History CGR2: The Complete... [ click here for more ] Wizards of the Coast $7.99





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 $4.99





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 $9.99





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





City System (1e)

It is called the City of Splendors: Waterdeep, most populous of the cities of North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the sieges of Dragonspear Castle. Success and death lurk in its shadowed entranceways and dimly -lit streets. Come explore the greatest city of the Realms in this incredible product dealing with urban fantasy adventures.... [ click here for more ] Wizards of the Coast $4.99





CM3 Sabre River (Basic)

You are a guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more... [ click here for more ] Wizards of the Coast $4.99





Cult of the Dragon (2e)

No longer can the members of one of the most infamous clandestine organizations in all the Realms lurk in their confortable shadows. No more can these men, women, dragons, dracoliches, and... others... scheme to subjugate all that is good and true while the rest of Faer?n waits unaware. For centuries has the evil secret society founded by the mad mage and Chosen of Mystra, Sammaster, labored secretly-well,... [ click here for more ] Wizards of the Coast $4.99





D&D Rules Cyclopedia (Basic)

Whether you're a player or a Dungeon Master, the Dungeons & Dragons Rules Cyclopedia is now the comprehensive sourcebook you need for the original fantasy roleplaying game! For ages 12 and up, the Cyclopedia contains the compete game system and hundreds of features, including the following: All the rules from the D&D boxed set series, including Basic, Expert, Companion,... [ click here for more ] Wizards of the Coast $9.99





D2 Shrine of the Kuo-Toa (1e)

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them. This module contains background information, a large-scale referee's map with... [ click here for more ] Wizards of the Coast $4.99





Dawn of the Emperors: Thyatis and Alphatia (Basic)

Thyatis. An empire run with military precision. An empire wherin fighting prowess is the most highly prized talent of all, and gladiatorial skill can lead to governmental status. Alphatia. An empire not so much run as allowed to exist by its aristocracy. An empire wherein magic use is the only talent that counts for anything, and lack of it can lead to a life of slavery. Product History... [ click here for more ] Wizards of the Coast $9.99





Dead Gods (2e)

Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. Dead Gods is a 176... [ click here for more ] Wizards of the Coast $9.99





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 $4.99





Den of Thieves (2e)

Watch your back! Who stalks the fog-shrouded alleys of the night? Who rules where the City Watch fears to tread? Enter the secret organized underground of thieves, pickpockets, cat burglars, upright men, and kingpins. This 96-page book includes eye-opening details about thieves' guilds, a complete underworld organization, new adventures, and magical items. Also included is a full-color poster... [ click here for more ] Wizards of the Coast $4.99





DL1 Dragons of Despair (1e)

You stand on the road east of Solace, tired from five years of adventuring, from a fruitless search for lost clerical magic. You know the old proverb that claims "You must return to find what you left to seek," but the saying never really made sense. Soon, however, it will. For the world of Krynn is not the same: refugees stream out of the northernmost human lands, telling horrible tales. An invading... [ click here for more ] Wizards of the Coast $4.99





DL13 Dragons of Truth (1e)

The key to victory is at hand as the Heroes of Legend set out on their final quest! The port city of Kalaman seems as tranquil as a morning breeze. Yet on the horizon the terrible might of the Dragon Empire rushes unchecked, intent of the city's destruction. Poised now to meet them is the Army of Whitestone with its vaunted Solamnic Knights. The final conflict is at hand. Yet hidden knowledge has... [ click here for more ] Wizards of the Coast $4.99





DL14 Dragons of Triumph (1e)

The incredible Dragonlancesaga comes to its thrilling conclusion in this high-level adventure. The Heroes face their ultimate challenge as the Queen of Darkness exerts all her might to claim Krynn as her own. Each of six possible endings leads to the defeat of either the Queen or the Heroes, and determines whether Krynn's future is one of light or darkness. This adventure includes an optional... [ click here for more ] Wizards of the Coast $4.99





DL6 Dragons of Ice (1e)

The Dragonlace saga continues! The refugees from Pax Tharkas are safe in the dwarven kingdom of Thorbardin. You are in the ancient port of Tarsis searching for ships to bear them out of the dragonarmy's reach. But nothing in silent Tarsis is as you expected. The sea receded in the Cataclysm; no ship will ever set sail from Tarsis again. Draconians openly roam the deserted city streets. A... [ click here for more ] Wizards of the Coast $4.99





DL8 Dragons of War (1e)

The Tower of the High Clerist pierces the cold sky. The chill wind blows snowy swirls across Solamnic Knights huddled on the battlements. This is their last stand. Behind the pass they guard sits the gleaming city of Palanthus. The war will be lost if the city falls to the Dragonarmy. All eyes strain south across the rolling plains of Solamnia. The Knights hear the distant thunder of a vast horde... [ click here for more ] Wizards of the Coast $4.99





DLA2: Dragon Knight (2e)

Someone or something is killing the Othlorx ('The Uninvolved') dragons of Taladas. Not only good dragons, but evil ones as well. Who or what would be so angered at these dragons as to slaughter them indiscriminately? To find out, The PCs must masquerade as dragon hunters and set out to destroy dragons. It's a dangerous game—if the dragons don't get you, your employers might! This quest will... [ click here for more ] Wizards of the Coast $4.99





DLA3 Dragon's Rest (2e)

Your heroes find themselves on a demi-planar island in the Ethereal void, where a mysterious god enlists their help in his scheme to stop Erestem (Takhisis). The heroes must journey through space and time to recover the powerful cindergemsand forge a weapon to destroy Erestem. If your heroes fail, Erestem's evil minions will invade Taladas and destroy the Orthlox (Uninvolved) dragons, which... [ click here for more ] Wizards of the Coast $4.99



