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Monster Manual (1e)

Monster Manual (1e)


All your favorite monsters are back! Now you can download the 1st Edition Advanced Dungeons & Dragons Monster Manual. An encyclopedic collection of information certain to be of invaluable use to players and Dungeon Masters alike, the Monster Manual comes complete with game specifications, background details and, in many cases, an illustration in addition! Note about...   [click here for more]
Wizards of the Coast  $9.99

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GAZ1 The Grand Duchy of Karameikos (Basic)

GAZ1 The Grand Duchy of Karameikos (Basic)


This is the first in a series - a completely new concept in gaming aids for the Dungeons & Dragons game system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Grand Duchy of Karameikos. Entries on (and maps of) the major cities and towns, as well as biographical entries on the important figures in the Duchy, will aid the DM in preparing...   [click here for more]
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Fiend Folio (1e)

Fiend Folio (1e)


A Guidebook of Creatures Malevolent and Benign This tome contains alphabetical listings of monsters designed for use with the Advanced Dungeons & Dragons game system. Each creature is describes and most are illustrated for easy identification. Using the new encounter tables contained herein, this work is sure to add new excitement to any AD&D game. Product History...   [click here for more]
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B1 In Search of the Unknown (Basic)

B1 In Search of the Unknown (Basic)


Module B1: "In Search of the Unknown," forms a complete adventure for use with Dungeons & Dragons Basic Set. It is especially designed as an instructional aid for beginning Dungeon Masters and players, specifically created to enable new Dungeon Masters to initiate play with a minimum of preparation.  In addition to descriptive and situational material, this module also includes special informational...   [click here for more]
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GAZ3 The Principalities of Glantri (Basic)

GAZ3 The Principalities of Glantri (Basic)


"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small bat wings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping. "Down below, the students are preparing for their daily barrage of courses in geography,...   [click here for more]
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GAZ2 The Emirates of Ylaruam (Basic)

GAZ2 The Emirates of Ylaruam (Basic)


This is the second in a series - a completely new concept in gaming aids for the DUNGEON & DRAGONS Game System. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on...   [click here for more]
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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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GAZ10 The Orcs of Thar (Basic)

GAZ10 The Orcs of Thar (Basic)


Orcs? A Gazetteer about Orcs? Absolutely. And hobgoblins, kobolds, bugbears, gnolls, trolls, goblins, and more! If you think the only good orc is a dead orc, you're in for a surprise. Orcs (and the other humanoids) are more than just anonymous hordes to be slaughtered for easy experience points - they are creatures with personality, culture, likes and dislikes, and a point of view. Find out all about...   [click here for more]
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GAZ4 The Kingdom of Ierendi (Basic)

GAZ4 The Kingdom of Ierendi (Basic)


To some it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid. The Kingdom of Ierendi comprises ten islands, each with a specific attraction for the adventure-seeking visitor....   [click here for more]
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Planes of Conflict (2e)

Planes of Conflict (2e)


On the Great Ring, six planes lie in direct opposition. Above looms the triad of Good, holding fast against the tide of corruption. Below lurks the triad of Evil, stained red by the eternal Blood War. Both resist the pull of Law and Chaos. Any berk who calls them "neutral" planes has never experienced their full extremes! Dare to enter the conflict and find: Two 64-page books describing each plane...   [click here for more]
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S1 Tomb of Horrors (1e)

S1 Tomb of Horrors (1e)


In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. This adventure was originally used for the Official Advanced Dungeons & Dragons tournament at the FIRST Origins Convention. Included herein...   [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)


NOTE: This is a scanned PDF. Some text and images might be slightly blurry as a result. 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...   [click here for more]
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X1 The Isle of Dread (Basic)

X1 The Isle of Dread (Basic)


Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets! The Isle of Dread is the first in a series of adventures for use with...   [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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Q1 Queen of the Demonweb Pits (1e)

Q1 Queen of the Demonweb Pits (1e)


How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil...   [click here for more]
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C1 The Hidden Shrine of Tamoachan (1e)

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]
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Deities & Demigods (1e)

Deities & Demigods (1e)


Product History Deities & Demigods (1980) was the fourth hardcover release for Advanced Dungeons & Dragons and the final book that Gary Gygax conceived of when he originally laid out the plans for the Advanced Dungeons & Dragons line in The Dragon #14 (May 1978). The AD&D Line. Deities & Demigods followed the Monster Manual (1977),...   [click here for more]
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C2 The Ghost Tower of Inverness (1e)

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]
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FR1 Waterdeep and the North (1e)

FR1 Waterdeep and the North (1e)


The North...rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men. Waterdeep...crossroads of the world, City of Splendors. Here are wealth and goods from every...   [click here for more]
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FR5 The Savage Frontier (1e)

FR5 The Savage Frontier (1e)


North of Waterdeep, the land is cold, vast, and forbidding. The Trackless Sea stretches northward for what seems like forever, interrupted only by the occasional island and, eventually, the ice. On land, towns and villages flourish right up to the Spine of the World Mountains. It takes a special kind of person to live up here, a determined person used to hardship, a survivor—one with a great love...   [click here for more]
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H1 Bloodstone Pass (1e)

H1 Bloodstone Pass (1e)


This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless,...   [click here for more]
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Battlesystem Miniatures Rules (2e)

Battlesystem Miniatures Rules (2e)


This book, a full-scale revision and expansion of the rules in the original Battlesystem Fantasy Combat Supplement, gives you all the information you need to set up and play battles with miniature figures. These rules can be used without the AD&D game books, but you can also convert characters and creatures from an AD&D game campaign and use them in Battlesystem scenarios. Lavishly illustrated...   [click here for more]
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Masque of the Red Death and Other Tales (2e)

Masque of the Red Death and Other Tales (2e)


Masque of the Red Death is a new variant of the Ravenloft rules that allows players to explore the macabre world of the 1890's. From the brave cavalryman with his trusty revolver to the mysterious spiritualist and her store of secret knowledge, no one is safe from the horrors of the night. Masque of the Red Death contains everything you need to adventure in the fictional worlds of Edgar Allan Poe,...   [click here for more]
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I7 Baltron's Beacon (1e)

I7 Baltron's Beacon (1e)


A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. To solve the mysteries of "Baltron's Beacon," the characters must...   [click here for more]
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PHBR9 The Complete Book of Gnomes & Halflings (2e)

PHBR9 The Complete Book of Gnomes & Halflings (2e)


Clever illusionists and sly practical jokers. Brilliant burglars and easygoing farmers.   Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as 28 new character kits, from the gnome Goblinsticker to the halfling Forestwalker.   If you enjoy playing gnome or halfling characters,...   [click here for more]
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DL16 World of Krynn (1e)

DL16 World of Krynn (1e)


You are cordially invited to enter the dangerous world of the Dragonlance saga. The World of Krynnbrings you to previously unexplored corners of Krynn with new challenges for your characters. Explore Dargaard Keep, the vast and perilous lair of Lord Soth, and perhaps you will discover what really happened to Kitiara! Journey into the volcanic lair of a dragon to defend the city of Palanthus....   [click here for more]
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DMGR2 The Castle Guide (2e)

DMGR2 The Castle Guide (2e)


Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book, you'll find a wealth of information desgined to allow any DM to create a campaign world based on feudal Europe. Sections address life in a feudal culture, new Battlesystem rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark...   [click here for more]
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Forbidden Lore (2e)

Forbidden Lore (2e)


Note: The softcover version of this title does not include a foldout map. To receive the maps, please purchase the print and digital combo. The Horror Continues... A new era in horror role-playing began with the introduction of the RAVENLOFT boxed set. Combining the best elements of fantasy adventures with spine-tingling techniques of gothic...   [click here for more]
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A4 In the Dungeons of the Slave Lords (1e)

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]
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Defilers and Preservers: The Wizards of Athas (2e)

Defilers and Preservers: The Wizards of Athas (2e)


Reviled and hunted, hated and feared, they live in secrecy, hiding who and what they are from the rest of the world. They are criminals whose crime calls for swift execution. They are outcasts, with no place to call home. They are wizards, and their crime is the practice of magic? Beneath the crimson sun, the life of a wizard is hard and dangerous. Blamed for the conditions of the world, feared for...   [click here for more]
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RQ3 From the Shadows (2e)

RQ3 From the Shadows (2e)


Deep beneath the foundation stones of Castle Avernus, Azalin the lich hatches his plots. The grand conjunction is coming, when all the lands and lords of Ravenloft will be set free upon the realms of man. Azalin does not intend to let this oppurtunity slip by. All he needs are a few deadies. Fortunately, there is a party of adventurers nearby.... This is the first of two adventures that feature...   [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 with djinn and ins alike--and...   [click here for more]
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RPGA2: Black Opal Eye (Basic)

RPGA2: Black Opal Eye (Basic)


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]
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The Awakening (2e)

The Awakening (2e)


Upon the horde plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now the ancient priestess Sachmet has awakened from a timeless sleep to come and take...   [click here for more]
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The Book of Magecraft (2e)

The Book of Magecraft (2e)


Magic permeates the very air, earth, and sea of Cerilia - yet escapes the mastery of all but a rare few. Those who control the continent's magical energy can call upon forces incomprehensible to the rest of its inhabitants. These powerful figures are Cerilia's wizards: adventurers, advisers, and kings whose spells can affect the destinies of thousands. This 128-page book contains everything players...   [click here for more]
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G3 Hall of the Fire Giant King (1e)

G3 Hall of the Fire Giant King (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 is the original adventures: G3: "Hall of the Fire Giant...   [click here for more]
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G2 The Glacial Rift of the Frost Giant Jarl (1e)

G2 The Glacial Rift of the Frost Giant Jarl (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 is the original adventure G2: "The Glacial Rift of the...   [click here for more]
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The Moonsea (2e)

The Moonsea (2e)


Its waters are the deep purple of the most precious amethyst; its shores hold some of the most dangerous locations in Faerun. It is the Moonsea, home to Zhentil Keep, the Citadel of the Raven, and thousands of ordinary folk who merely want to make and honest living. Hark to the words of Melandryll Belarod, the bard whose writings form the bulk of this material. He has experienced firsthand the horrors...   [click here for more]
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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]
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Death Unchained (2e)

Death Unchained (2e)


You have no friends here. What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts...   [click here for more]
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Temple, Tower & Tomb (2e)

Temple, Tower & Tomb (2e)


"The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the though of facing one, let alone all three. Recovering those items means almost certain death. The Autarch glances down at his...   [click here for more]
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DLA1 Dragon Dawn (2e)

DLA1 Dragon Dawn (2e)


Venture once more to the world of Krynn, but this time to the continent of Taladas, largely untouched by the war of the Lance. The dragons here are Othlorx, the Uninvolved, because they remain neutral in the struggle against the evil of Takhisis and her minions. Then why are they being systematically exterminated? Who wants all dragons on Taladas dead? Your heroes must set on a dangerous trek in...   [click here for more]
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RM1 Roots of Evil (2e)

RM1 Roots of Evil (2e)


The Grand Conjunction has come to pass! As a result, the lords of Ravenloft have broken through the Mists and escaped into the Prime Material Plane. Bit by bit, monsters of the demiplane of dread are following behind. And in the midst of all, Azalin the Lich and Strahd von Zarovich a power game - a game with deadly stakes, most notably the player characters' lives. Unless the adventurers...   [click here for more]
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The Evil Eye (2e)

The Evil Eye (2e)


Welcome to Invidia, where Vistani curses come to their terrible fruition. As a young girl, Gabrielle Aderre was warned by her mother never to have children: "A man, a babe, a home—these things can never be for you, tragedy will be the only result." Now the witch Gabrielle has disobeyed her mother and borne a child, an abomination that could spell doom for Vistani everywhere....   [click here for more]
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King of the Giantdowns (2e)

King of the Giantdowns (2e)


Untamed by the laws of man, the Giantdowns region remains a buffer zone between the ruined empire of Anuire and its northern neighbor, the Rjurik Highlands. The Great Downs themselves are the stuff of legend: Giants, they say, are buried beneath the mounds, awaiting some call to rise and battle once more. But in the meantime, other forces threaten the Downs. A new awnshegh, the humanoid known as...   [click here for more]
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RM3 Web of Illusion (2e)

RM3 Web of Illusion (2e)


Rakshasa. For centuries, these diabolical creatures have hunted humanity and preyed upon its flesh. Now the Mists have opened upon the land of Sri Raji, home of dread Arijani, the rakshasa lord. Arijani is the mastermind behind a deadly game of illusion where plots lie within plots that lie within plots. The wise will trust neither their eyes nor their wits, for nothing is as it seems in...   [click here for more]
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Dark of the Moon (2e)

Dark of the Moon (2e)


In the bitter cold of a land mired in eternal winter, hunters take the shape of wolves to better kill their prey. They stalk the snow-filled forests on paws of deadly silence. Powerful and swift, these evil shapechangers roam the land at will, murdering those who oppose them and plundering the weak. At the head of this pack paces the great Black Wolf of the Wood. Is this murderous beast the underling...   [click here for more]
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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]
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RR4: Islands of Terror (2e)

RR4: Islands of Terror (2e)


Welcome to the realm of dread. It is a land of dark terror, treachery, and intrigue. The breathtaking splendor of the days pales against the horrors of the nights, when dead things rise and your darkest fears come true. And this is only the beginning. And now Ravenloft becomes much, much darker. These new islands are destined to terrify even the braves hero, and they are? dying to claim you. Visit...   [click here for more]
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Van Richten's Guide to Fiends (2e)

Van Richten's Guide to Fiends (2e)


There are realms and realms incomprehensible to the puny mortals who dwell within this cage that they term the Land of the Mists!   —The Madrigorian, Book I, Chapter I Fiends have come forth from the Abyss and into Ravenloft! Masters of deception manipulation, these ancient evil beings stalk the lands, roaming freely in pursuit of their foul ends, and warping the very...   [click here for more]
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