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 Hottest High Fantasy, PDF from Wizards of the Coast
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The Dungeon of Death (2e)

The Dungeon of Death (2e)


The Dungeon of Death: Who says there's no truth in advertising?  Cryptic rumors spread across the far North, sparking new interest in a shadow-haunted ruin. Although it was once a seat of ancient dwarven power, centuries of unspeakable evil have transformed this former gem mine into the demon-infested, trap-filled Dungeon of Death. Its name is well deserved - unwary visitors fall victim...   [click here for more]
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Volo's Guide to All Things Magical (2e)

Volo's Guide to All Things Magical (2e)


For aeons, folk have struggled to master the world of Toril through the use of magic. The human race has stolen what magical knowledge it can from the elves and other races, gained more through worship, and created the rest by building on the work of those who have gone before. For centuries, human wizards have experimented with new spells and variations on existing magic, striving to grow ever more...   [click here for more]
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Volo's Guide to the Dalelands (2e)

Volo's Guide to the Dalelands (2e)


Behold the newest, brightest, and perhaps best travel guide by the world-walking, all-seeing Volo! Fresh from recounting the splendors of Cormyr, the Forest Kingdom, and circumnavigating all of Toril in a bold and wondrous adventure that none have equaled for its haste and humor, the tireless Volo has come at last to the beautiful Dales of the Dragonreach in the Heartlands of the Realms and set forth...   [click here for more]
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Faces of Evil: The Fiends (2e)

Faces of Evil: The Fiends (2e)


I've seen it happen too many times. A berk finds out how much damage it takes to kill a fiend and figures that's all he needs. Then he heads off to the Lower Planes—and is never heard from again. When will these leatherheads learn? The fiends aren't just lists of numbers. They're creatures that think, eat, dream, breed, struggle, and evolve—in short, creatures that live. They're part of a larger...   [click here for more]
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Fiendish Codex I: Hordes of the Abyss (3.5)

Fiendish Codex I: Hordes of the Abyss (3.5)


Raw Chaos and Pure Evil   Out of the maelstrom of chaos the demons came - a primordial horde of perverse souls consumed by hatred. They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and...   [click here for more]
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The Twilight Tomb (3.5)

The Twilight Tomb (3.5)


Stand Against the Coming Night!   Shadows in the forest deepen as an oracle among the Yuirwood's half-elf inhabitants foretells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like its counterparts elsewhere in the Yuirwood, this stone henge allows...   [click here for more]
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Races of the Wild (3.5)

Races of the Wild (3.5)


Heroes Tempered by Nature   From within verdant forests, among nomadic caravans, or atop soaring cliffsides, courageous adventurers arise from the people known as the races of the wild: elves, halflings, and raptorans. Living in harmony with the natural world, these noble individuals embark on grand adventures that become fireside tales for generations to come.   This supplement...   [click here for more]
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Volo's Guide to Cormyr (2e)

Volo's Guide to Cormyr (2e)


You hold in your hands the fourth popular - nay, indespensible! - travel guide penned by the indefatigable, all-seeing Volo. The tireless traveler has seen the sights of the beautiful Forest Kingdom, and he offers this pouch-sized tome so your own visit to the fabled realm of shining knights may be a carefree success. Many of the finest establishments and most striking sights and landmarks of Cormyr...   [click here for more]
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Eye of Doom (2e)

Eye of Doom (2e)


After hiring a group of brave adventurers to help him "acquire" a beholder specimen, the mage Velinax disappears! Rumors blame an insidious thieves' guild called the Unblinking Eye for this turn of events. Why would the Unblinking Eye wish to "take care" of the mage? Why does the guild want to speak to anyone involved with Velinax? Finally, what dark goal does the guild truly intend...   [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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The Sword of the Dales (2e)

The Sword of the Dales (2e)


The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited...   [click here for more]
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Undermountain I: The Lost Level (2e)

Undermountain I: The Lost Level (2e)


"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the...   [click here for more]
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The Return of Randal Morn (2e)

The Return of Randal Morn (2e)


In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second...   [click here for more]
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The Fright at Tristor (3e)

The Fright at Tristor (3e)


We die for The Watcher!   Orcish barbarians harry the northern trade routes through the cold north of the Theocracy of the Pale, serving a mysterious lord known only as The Watcher. Plagued by a series of bizarre animal mutations, the terrorized folk of the village of Tristor turn to adventurers to help them where hunters, vigilantes, and soldiers could not. Someone, or some thing, is sending...   [click here for more]
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DD1 Barrow of the Forgotten King (3.5)

DD1 Barrow of the Forgotten King (3.5)


Who Disturbs the Slumber of the Forgotten King?   Wolves prowl the graveyard of sleepy Kingsholm, and death lurks behind shadowed tombstones. Something has disturbed the sleepers in the mausoleum, and brave adventurers are needed to explore the catacombs beneath the graves and discover what evil stirs in the darkling depths.   "Barrow of the Forgotten King" is a Dungeons & Dragons...   [click here for more]
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Dragonmarked (3.5)

Dragonmarked (3.5)


The Mark of Dragons - A Sign of Destiny You belong to one of the great dynastic houses of commerce, and you bear an arcane symbol of your house's power on your skin. This dragonmark makes you special. it grants you access to arcane powers. Whether it's a gift of the great dragon Eberron or a sign of the draconic Prophecy, no one knows. However, one thing is certain: Those who possess...   [click here for more]
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Magic of Faerûn (3e)

Magic of Faerûn (3e)


Discover the Power and Master the Art Magic pervades Faerûn. This guide explores the hidden lore and secrets of magic in the Forgotten Realms game setting. From the history of magic to magical variants (including gem magic, spellfire, and the mageduel), magical creatures, locations of power, and advanced options for creating magic items, this book covers what a Dungeon Master or...   [click here for more]
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Races of Faerûn (3.5)

Races of Faerûn (3.5)


DISCOVER THE DIVERSE DENIZENS OF THE REALMS Encounter reclusive avariel, arrogant Calishites, noble centaurs, and bold Rashemi. From the steppes of Thay to the shores of Evermeet, the inhabitants of the Realms are as distinct as the regions from which they hail, whether hero, henchman, villain, or villager. With complete information about the noteworthy races, subraces, and ethnicities scattered...   [click here for more]
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Races of the Dragon (3.5)

Races of the Dragon (3.5)


A D&D sourcebook detailing races descended from dragons.   Races of the Dragon provides D&D players and Dungeon Masters with an in-depth look at races descended from or related to dragons. In addition to exploring the fan-favorite kobold race, Races of the Dragon introduces two new races, dragonborn and spellscales, and provides information on half-dragons....   [click here for more]
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Serpent Kingdoms (3.5)

Serpent Kingdoms (3.5)


Crawling Evils Never Sleep Chilling fireside tales describe the fell plans and foul actions of the horrors known as the Scaled Ones: lizardfolk, nagas, yuan-ti, and their sinister creator race, the sarrukh. Infinitely patient and ruthless, the insidious serpentfolk seek to enslave all of Faerûn's other races to breed them like cattle. For those bold enough to peer within, Serpent...   [click here for more]
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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]
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Underdark (3.5)

Underdark (3.5)


Underdark provides a wealth of highly detailed information about one of the most popular regions in the Forgotten Realms setting, the world beneath the ground. This book includesthe following: details on the most popular Underdark race, the drow, plus 16 other underground character races; 25 new regional feats; new prestige classes, spells, monsters, and magic items; plus background on 60...   [click here for more]
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Magic of Incarnum (3.5)

Magic of Incarnum (3.5)


Harness a New and Original Source of Magical Power   Drawn from the ambient life energy that fills the multiverse, incarnum is the essence of all creatures. Incarnum flows as a deep blue, radiant mist, and those with the knowledge to harness this energy can shape it into objects of great power, called soulmelds. Using soulmelds crafted from raw incarnum, an adventurer opens...   [click here for more]
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Volo's Guide to the North (2e)

Volo's Guide to the North (2e)


Well met, traveler! You hold in your hands the second travel guide penned by the insightful Volo. Following the awesome success of his guidebook to glorious Waterdeep, the wary wanderer has taken to the trails of the Savage Frontier, and this pouch-sized tome is the result. Most of the features and establichments of the North are here, ranked with the handy coin, dagger, pipe, and tankard...   [click here for more]
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Volo's Guide to the Sword Coast (2e)

Volo's Guide to the Sword Coast (2e)


Well met, traveler! Welcome to the latest in the popular series of guidebooks penned by Volothamp Geddarm. You hold in your hands and overview of the most important inns, taverns, shops, and tourist attractions in the western Heartlands, the coast of which is known as the Sword Coast. These lands begin south of fabled Waterdeep and the Savage Frontier, continue up the northern boarders...   [click here for more]
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Volo's Guide to Waterdeep (2e)

Volo's Guide to Waterdeep (2e)


Well met, traveler! You hold in your hands an amusing and insightful guide to Waterdeep—the metropolis of the North, the City of Splendors. This handy pouch-sized tome presents Volo's choice of the finest, most spectacular, and least known (but most desired) information about the people, customs, and locations in Waterdeep, ranked with a handy coin, dagger, pipe, and tankard...   [click here for more]
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Web of the Spider Queen (4e)

Web of the Spider Queen (4e)


Long past are the days when drow ruled over Shadowdale from the Twisted Tower—or are they? Beneath the sleepy farming community, an old evil stirs. The drow and their foul Underdark minions have set eyes on the Dalelands, but to what end is anyone’s guess. Now, it’s up to an unlikely band of adventurers to defend Shadowdale from the drow threat and learn what Lolth and her villainous followers...   [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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Dragons of Faerûn (3.5)

Dragons of Faerûn (3.5)


The Forgotten Realms' Answer to the Draconomicon Dragons of Faerûn features an in-depth look at the dragons of the Forgotten Realms. Dungeon Masters are given information on adventuring in the Year of Rogue Dragons, on specific dragons and dracoliches of Faerûn, and on how those beasts might interact with player characters. DMs are given information on organizations that PCs...   [click here for more]
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EBERRON Explorer's Handbook (3.5)

EBERRON Explorer's Handbook (3.5)


Fortune Favors the Bold! The world of the Eberron setting holds many wonders beyond the soaring spires of Sharn. Explorers who chase distant horizons might find themselves infiltrating the demon-haunted city of Ashtakala, prowling the jungles of Xen’drik, snatching relics from the City of the Dead, or invading a dragon observatory in the mountains of Argonnessen. The secrets of...   [click here for more]
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EBERRON: Five Nations (3.5)

EBERRON: Five Nations (3.5)


Danger knows no borders Secure your traveling papers and jump aboard the lightning rail as it hurtles across the Five Nations. Once united as the kingdom of Galifar, then sundered by the Last War, Aundair, Breland, the Mournland, Karrnath, and Thrane now enjoy a tenuous peace. Regardless of your destination, ready your weapons, as well as your wits—intrigue, opportunity, risk, and reward...   [click here for more]
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FOR10 Warriors and Priests of the Realms (2e)

FOR10 Warriors and Priests of the Realms (2e)


Fighters and clerics have long been mainstays in AD&D game campaigns. Now, discover the dozens of kits created to adapt these basic classes to the unique and popular lands of Faerûn. Learn what a difference your homeland makes when you choose a warrior's kit, or discover benefits as will as disadvantages of worshipping certain gods of the Realms. Some differences among people are subtle, while...   [click here for more]
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FOR13 Secrets of the Magister (2e)

FOR13 Secrets of the Magister (2e)


The Magister of Mystra is one of the most mysterious—and misunderstood—beings in the Forgotten Realms. Some say the Magister is simply the most powerful mortal mage in all of Toril. Perhaps, but there is something more, something unique, about being so touched by the Mother of All Magic. Regardless, the mages of Faerûn foll up their sleeves and craft spells and items that they hope will empower...   [click here for more]
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EBERRON: Secrets of Xen'Drik (3.5)

EBERRON: Secrets of Xen'Drik (3.5)


Here Be Monsters... and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'Drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be...   [click here for more]
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FOR12 Demihumans of the Realms (2e)

FOR12 Demihumans of the Realms (2e)


Is your Forgotten Realms character an elf? A dwarf? Maybe a gnome? Perhaps, yet that doesn't really say much, does it? One might just as easily say there's now difference between a Calishite and a Thayan because they're both humans! No one is just a demihuman in the Realms—there are acrobats, barbarians, giant killers, manhunters, pestkillers, prospectors, and even tunnelrats, but they're all demihumans...   [click here for more]
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Weapons of Legacy (3.5)

Weapons of Legacy (3.5)


GREAT HEROES DEMAND LEGENDARY WEAPONS Some heroes find weapons of legacy, while others forge them. Unlike other magic items, a weapon of legacy gains new abilities as its wielder becomes more powerful. In the hands of a true hero, a simple sword might achieve fame and power as great as that of the dark blade Exordius, the wizard-hating Hammer of Witches, or the skull-shattering...   [click here for more]
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City of Stormreach (3.5)

City of Stormreach (3.5)


City of Stormreach explores the most important frontier city of Xen’drik, where opportunity and peril walk hand-in-hand. The book builds on plots and characters featured in the Dungeons & Dragons Online MMORPG produced by Atari and Turbine, and it introduces new adversaries and new locations to explore. This book describes the shadowy ruins, sinister organizations, and treasure-laden...   [click here for more]
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Dragons of Eberron (3.5)

Dragons of Eberron (3.5)


Like the wings of a Great Dragon, the Prophecy unfolds. This supplement delves into the mysterious draconic Prophecy and various dragon-themed organizations. It explores the continent of Argonnessen, homeland of the dragons, and describes various new adventure sites. The book also investigates dragons on the continents of Khorvaire, Sarlona, and Xen'Drik and provides several ready-to-play...   [click here for more]
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FOR8 Pages from the Mages (2e)

FOR8 Pages from the Mages (2e)


Any rogue can craft a spell—but it takes a really reckless fool to write one down. Thus, the wizard Elminster introduces the latest collection of wizardly lore from the Forgotten Realms campaign setting, includingthe following: New spells from mages such as Daltim, Darsson, and Myrl Fell creatures: the Tome Guardian, the Disenchanter, and the Scalamagdrion Details of more than 40 spellbooks—appearance,...   [click here for more]
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Beyond the Crystal Cave (4e)

Beyond the Crystal Cave (4e)


Enter a Realm of Enchantment When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of...   [click here for more]
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Dark Sun: Fury of the Wastewalker (4e)

Dark Sun: Fury of the Wastewalker (4e)


On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing...   [click here for more]
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EBERRON: Eyes of the Lich Queen (3.5)

EBERRON: Eyes of the Lich Queen (3.5)


Be the first to find the Dragon's Eye! What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it?...   [click here for more]
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EBERRON: Grasp of the Emerald Claw (3.5)

EBERRON: Grasp of the Emerald Claw (3.5)


Scramble to Claim a Key to Untold Power Deep in the jungles of Xen’drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. "Grasp of the Emerald Claw" may be used as the conclusion...   [click here for more]
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EBERRON: Voyage of the Golden Dragon (3.5)

EBERRON: Voyage of the Golden Dragon (3.5)


Set a Course for Adventure The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace among the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover...   [click here for more]
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EBERRON: Whispers of the Vampire's Blade (3.5)

EBERRON: Whispers of the Vampire's Blade (3.5)


Join the Hunt for an Elusive Traitor A member of the Brelish spy network has stolen a powerful magic sword and gone rogue. In pursuit of the fugitive are operatives from a number of other factions intent on recovering the traitor, his stolen weapon, or both. As the slippery agent flees across Khorvaire, only the most relentless heroes will stay on the intrigue-laced trail and capture...   [click here for more]
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Lost Empires of Faerûn (3.5)

Lost Empires of Faerûn (3.5)


EXPLORE THE ECHOES OF A VANISHED TIME The ruins and remnants of once-mighty nations lie scattered across the lands of Faerûn. Hidden within the dusty vaults and passages of these crumbling monuments, great treasures and terrible dangers await discovery. Only those bold explorers armed with courage and equipped with knowledge dare to delve into these earliest secrets of the Forgotten...   [click here for more]
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March of the Phantom Brigade (4e)

March of the Phantom Brigade (4e)


Old Soldiers Never Die What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy yo see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral...   [click here for more]
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Mysteries of the Moonsea (3.5)

Mysteries of the Moonsea (3.5)


The first in-depth look at this classic Forgotten Realms region in many years, Mysteries of the Moonsea offers an in-depth look at one of the most important regions of the Forgotten Realms. The Moonsea region is full of wealth and peril. It is home to the nefarious Zhentil Keep, the merchant city of Melvaunt, and the mysterious Irongfang Keep. Mysteries of the Moonsea includes a...   [click here for more]
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On Hallowed Ground (2e)

On Hallowed Ground (2e)


No ordinary tome can hold the powers of the planes, berk. That's why On Hallowed Ground is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige—and awesome danger—of...   [click here for more]
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Skullport (2e)

Skullport (2e)


Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pit of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and other...   [click here for more]
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