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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]
Wizards of the Coast  $12.99 $9.09

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City of the Spider Queen (3.5)

City of the Spider Queen (3.5)


THE FATE OF FAERÛN LIES IN SHADOWY DARKNESS Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can. Designed to take 10th-level characters as far as 18th level, City of the Spider Queen draws...   [click here for more]
Wizards of the Coast  $14.99

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The Eternal Boundary (2e)

The Eternal Boundary (2e)


Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've...   [click here for more]
Wizards of the Coast  $4.99 $3.49

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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]
Wizards of the Coast  $6.99 $4.89

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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 about...   [click here for more]
Wizards of the Coast  $4.99 $3.49

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The Deva Spark (2e)

The Deva Spark (2e)


A bar room brawl? No big deal. Except when it starts on the Abyss—and the brawlers are a deva and a bebilith! The deva: A celestial champion who serves the cause of ultimate Good. The bebilith: A nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize. What terrible secret connects these two beings? And what does it all...   [click here for more]
Wizards of the Coast  $4.99 $3.49

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How the Mighty Are Fallen (2e)

How the Mighty Are Fallen (2e)


As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faer?n, the Tarrasque awakens from a long slumber. How the Mighty...   [click here for more]
Wizards of the Coast  $4.99

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Caravans (2e)

Caravans (2e)


Journey through a perilous realm of searing sands and burning passions! Pit of the Ghuls, Genies' Anvil, Vishap's Teeth... the mere mention of these mystical sites fills men's hearts with fear and apprehension. Now the mysteries of the High Desert are revealed! Caravans takes player characters into Zakhara's greatest sea of sand to face its most treacherous denizens. Heroes match wits with djinn and ins alike--and...   [click here for more]
Wizards of the Coast  $7.99

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Sons of Gruumsh (3.5)

Sons of Gruumsh (3.5)


This adventure showcases the classic high fantasy for which the Forgotten Realms setting is known. “Sons of Gruumsh” features an epic quest to prevent war between the orcs of Thar and the cities of the Moonsea. Though it is set in the Forgotten Realms, Dungeon Masters can place this adventure anywhere in the Realms, or easily adapt it for their own D&D campaigns. This adventure features encounters...   [click here for more]
Wizards of the Coast  $4.99

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Shining South (3.5)

Shining South (3.5)


A Wondrous Land of Ancient Cultures and Fallen Empires Travelers to the distant lands beyond the Lake of Steam and the Firesteap Mountains return with incredible tales of the people and places they've encountered or avoided. From the magehounds of Halruaa and wemics of the Shaar to the halflings of Luiren and the Crinti of Dambrath, the denizens of the region are as varied as their...   [click here for more]
Wizards of the Coast  $14.99 $8.99

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Four From Cormyr (2e)

Four From Cormyr (2e)


The kingdom of Cormyr is a land of law and order, a country populated by citizens who live good lives and treat their neighbors well. If you think these characteristics make Cormyr unexciting and uninviting place...think again. Despite the ever-present Purple Dragon soldiers and War Wizards who are charged with keeping the kingdom safe from treachery and greed. Cormyr is a place where evil lurks in...   [click here for more]
Wizards of the Coast  $4.99

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Castle Spulzeer (2e)

Castle Spulzeer (2e)


An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes...   [click here for more]
Wizards of the Coast  $4.99

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The Rjurik Highlands (2e)

The Rjurik Highlands (2e)


The winter wind screamed mercilessly outside the tribal longhouse. Inside, the clan huddled comfortably around a blazing fire and heard the heroic legends of the skalds. "On a night worse than this," began the woman's tale, "our ancestors defeated the ice giant Gruumvok. The creature had already devoured their herds, smashed their village, and crippled some of their best warriors. But through their...   [click here for more]
Wizards of the Coast  $9.99

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Savage Baronies (2e)

Savage Baronies (2e)


The Savage Baronies are home to all these and more! This accessory for the RED STEEL campaign holds a 64-page sourcebook that covers each of the nine Savage Baronies in detail, including the rulers of the lands, the attitudes of their people, and the effects of the Red Curse on those people. Also included is a 32-page adventure, set in the Savage Baronies and the surrounding lands. The goblinoids...   [click here for more]
Wizards of the Coast  $4.99

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Legends of the Hero Kings (2e)

Legends of the Hero Kings (2e)


Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the...   [click here for more]
Wizards of the Coast  $9.99

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Warlock of the Stonecrowns (2e)

Warlock of the Stonecrowns (2e)


High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close...   [click here for more]
Wizards of the Coast  $4.99

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Sword and Crown (2e)

Sword and Crown (2e)


The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities...   [click here for more]
Wizards of the Coast  $4.95

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Road to Oblivion (3.5)

Road to Oblivion (3.5)


Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Will the PCs aid those in need? Road to Oblivion...   [click here for more]
Wizards of the Coast  $0.99

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The Sword of Roele (2e)

The Sword of Roele (2e)


On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering...   [click here for more]
Wizards of the Coast  $4.99

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