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A Players Primer to the Outlands (2e)

A Players Primer to the Outlands (2e)


You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins...   [click here for more]
Wizards of the Coast  $4.99

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Birthright: Book of Priestcraft (2e)

Birthright: Book of Priestcraft (2e)


Priests are more than mere physicians tending the wounded and healing the sick - they are defenders of the realm, champions of their god, and the politicians of Cerilia. Wheter they are ministering aid, performing diplomacy, inspiring the people, or dispersing undead legions of evil, priests command great power and authority. For the power of the Blood comes from the gods, and only their priests can...   [click here for more]
Wizards of the Coast  $9.99

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Birthright: Cities of the Sun (2e)

Birthright: Cities of the Sun (2e)


Honor, magic, and the open seas As far as one could see, ships closed menacingly, and warriors swarmed across enemy decks. Smoke tinted red by the dying sun shrouded the misty sea. The attacking seamen raised an unholy clamor, and the stench of flaming pitch stung the eye. Through it all, el-Arrasi stood proudly at the helm. When his vessel drew alongside the Anuirean...   [click here for more]
Wizards of the Coast  $4.99

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Birthright: Player's Secrets of Ariya (2e)

Birthright: Player's Secrets of Ariya (2e)


On the shore of the Sea of the Golden Sun lies Ariya, the oldest city in all Cerilia. The City of Temples and its surrounding provinces form the jewel of Khinasi history, who brought glory to Aryia seven centuries age. Now Ariya's citizens turn to you, their newly crowned lord prince, to restore the city-state to its former eminence. Tested by war-hungry neighbors, religious zealots, and a shrinking...   [click here for more]
Wizards of the Coast  $4.99

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Calimport (2e)

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 the alleys or atop the sabban...   [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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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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Castles (2e)

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 in its...   [click here for more]
Wizards of the Coast  $4.99

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Champions of Ruin (3.5)

Champions of Ruin (3.5)


Explore the Darker Side of the Realms Every corner of Faerûn harbors its own sinister element. When opportunities arise, malevolent groups and nefarious individuals emerge from the shadows to make their mark on the Realms. Within these pages, you will discover everything players and Dungeon Masters need to create the most evil organizations, treacherous villains, and morally ambiguous antiheroes...   [click here for more]
Wizards of the Coast  $14.99 $8.99

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Champions of Valor (3.5)

Champions of Valor (3.5)


Faerûn needs mighty heroes, now more than ever! Malevolent forces conspire to ravage the lands and cities of Faerûn, and only the most valiant heroes can thwart their dark designs. If you are a player, this book helps you play heroic champions with the might and conviction to destroy the worst evils of the world. If you’re a Dungeon Master, this book contains everything you need to create...   [click here for more]
Wizards of the Coast  $14.99

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City of Splendors: Waterdeep (3.5)

City of Splendors: Waterdeep (3.5)


Explore the Shining Jewel of Faerûn   Waterdeep beckons! For centuries, this grand city has stood at the edge of the Sea of Swords, tempting heroes with its bustling port, thriving markets, hidden perils, and half-forgotten dungeons. Adventure waits on every street corner, behind every locked door, and below every cellar! This supplement for the D&D game offers an in-depth...   [click here for more]
Wizards of the Coast  $9.99 $5.99

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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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Encyclopedia Magica, Vol. 4 [T-Z] (2e)

Encyclopedia Magica, Vol. 4 [T-Z] (2e)


The Encyclopedia Magica is a four-volume series that describes every magical item for the AD&D game. These items have been collected from rule books, campaign settings, supplements, adventures, and magazines dating back to 1975. This essential reference tool puts the power of more than 20 years of AD&D history at your fingertips! **Warning: Large file size!** ***** ...   [click here for more]
Wizards of the Coast  $9.99

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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]
Wizards of the Coast  $14.99

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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  $4.99

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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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Frostburn (3.5)

Frostburn (3.5)


Survival at Sub-Zero Marrow-chilling conditions, deadly hazards, and other dangers threaten explorers of frostfell environments. Whether traveling through polar regions and frozen mountaintops to ice-glazed dungeons and the Ice Wastes of the Abyss, a wintry grave awaits those who venture forth unprepared. This supplement for the D&D game explores the impact of...   [click here for more]
Wizards of the Coast  $16.99

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Greyhawk Wars (2e)

Greyhawk Wars (2e)


From the mad Malachite throne in Rauxes to the bejeweled city of Chendl in Furyondy, the Flanaess is at war! In the east, Overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses humanoids and fiends in the northwest. And the Scarlet Brotherhood in the south hangs over all the Flanaess,...   [click here for more]
Wizards of the Coast  $4.99

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Havens of the Great Bay (2e)

Havens of the Great Bay (2e)


Sailors of fortune, dealers in danger... Sunlight glinted off the chill blue waters of the Krakennauricht. The lapping of waves against the merchant trader's hull to lull the roundship's crew into relaxing their attentions, but these sailors were too seasoned to give their enemy that advantage. Pirates, deep-sea denizens, and especially the abominable Kraken could decimate an unwary...   [click here for more]
Wizards of the Coast  $4.99

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Heroes of Battle (3e)

Heroes of Battle (3e)


Prepare for War Great conflicts erupt between rival nations and threaten to sweep across entire continents. As armies clash in epic battles, the actions of a handful of bold heroes can turn the tide of war. Whether in the thick of combat or on a secret mission of dire importance, brave champions have an impact that echoes across the battlefield and resounds through the ages. This...   [click here for more]
Wizards of the Coast  $11.99

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Heroes of Horror (3.5)

Heroes of Horror (3.5)


Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror,...   [click here for more]
Wizards of the Coast  $14.99

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Heroes' Lorebook (2e)

Heroes' Lorebook (2e)


They are the stuff legends are made of. In fact, they are legends. The major characters who have fought -- and in some cases died -- for the sake of goodness and justice in all parts of the Forgotten Realms campaign world are chronicled for posterity in Heroes' Lorebook, a 160-page compendium of the heroes whose exploits have filled dozens of novels over the past decade. Inside you'll find updated...   [click here for more]
Wizards of the Coast  $7.99 $4.79

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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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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

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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 divine Evocative...   [click here for more]
Wizards of the Coast  $9.99

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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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Libris Mortis: The Book of Undead (3.5)

Libris Mortis: The Book of Undead (3.5)


Nightmares from beyond the grave: Hushed voices tell spine-chilling tales of encounters with the walking dead and other unliving horrors. No other creatures have evoked such fear and fascination as this dreadful menagerie of malevolent spirits and mindless shells.   This supplement for the D&D game presents a comprehensive overview of the undead. You'll uncover information for creating, customizing,...   [click here for more]
Wizards of the Coast  $14.99 $8.99

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Lords of Madness: The Book of Aberrations (3.5)

Lords of Madness: The Book of Aberrations (3.5)


Unnatural Creatures of Unspeakable Evil   Trembling hands have recorded horrifying stories of encounters with aboleths, beholders, mind flayers, and other aberrations. The victims of these alien creatures are quickly overwhelmed by mind-numbing terror - their only comfort is the hope for a quick death.   This supplement for the D&D game presents a comprehensive look at some...   [click here for more]
Wizards of the Coast  $16.99 $10.19

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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]
Wizards of the Coast  $14.99 $8.99

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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]
Wizards of the Coast  $16.99

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Naval Battle Rules: The Seas of Cerilia (2e)

Naval Battle Rules: The Seas of Cerilia (2e)


Every land in Cerilia depends on the sea for military strength and trade. Many times, the quality of a regent's fleet and the naval power at his command prove the deciding factors in his success or failure as a ruler. This supplement expands the Birthright domain and War Card rules to handle sea travel and combat. Players can use the sample navies included for Anuirean, Khinasi, and Rjurik kingdoms...   [click here for more]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $9.99

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Planar Handbook (3.5)

Planar Handbook (3.5)


Explore Never-Ending Realms of Adventure Only the most exceptional characters dare tread the infinite paths of the planes. From Sigil, the City of Doors, to the Blinding Tower at the heart of the Plane of Shadow, to the Elemental Plane of Fire’s storied City of Brass, countless perilous locations in the multiverse await bold heroes armed with remarkable talents and abilities, more than a little courage,...   [click here for more]
Wizards of the Coast  $14.99

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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 Travelogue,...   [click here for more]
Wizards of the Coast  $9.99

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Planes of Law (2e)

Planes of Law (2e)


The Planes of Law are home to the baatezu, one of the most powerful and terrifying of all monster races! This new campaign expansion provides all the information necessary for player characters to experience five never-before-explored planes. More than 200 pages detail the lawful-aligned planes of Mount Celestia, Baator, Acheron, Mechanus, and Arcadia, showing the Dungeon Master how to work them into...   [click here for more]
Wizards of the Coast  $9.99

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Player's Secrets of Binsada (2e)

Player's Secrets of Binsada (2e)


The many-headed Hydra slithers in the Harrowmarsh on your western border. The Sphinx prowls its blasted lands, breathing a venomous wind upon the lush savannah. The Harpy's birds of prey circle in coastal salt breezes, raiding laden ships. It seems as if Binsada, your land of simple, nomadic cattle herders, is hemmed in by monstrous enemies on all sides. Binsada is a realm where honor means more than...   [click here for more]
Wizards of the Coast  $4.99

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Player's Secrets of Ilien (2e)

Player's Secrets of Ilien (2e)


The benevolent wizard Count Aglondier of Ilien is dead! He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain. This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a...   [click here for more]
Wizards of the Coast  $4.99

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Player's Secrets of Khourane (2e)

Player's Secrets of Khourane (2e)


Khourane stands out among the arid Khinasi lands like a blooming lily in a barren field. It boasts some of the most enviable territory in this corner of the world: mountains, deep jungles, and a stunning coastline. These enviable features inevitably lead to conflict, however: The lands are coveted by the Serpent, the Magian, and the Minotaur. What's more, the elves still resent the humans who claim...   [click here for more]
Wizards of the Coast  $4.99

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Player's Secrets of Medoere (2e)

Player's Secrets of Medoere (2e)


Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command--if you have the courage, the conviction, and the blood of kings in your veins. This BIRTHRIGHT domain...   [click here for more]
Wizards of the Coast  $4.99

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Poor Wizard's Almanac II (Basic)

Poor Wizard's Almanac II (Basic)


This new almanac provides a massive collection of world events for the game year of AC1011. It picks up where the previous almanac ended, wrapping up major plots that started in the game year of AC1010, and starting new ones. Battles, skirmishes, and a host of historical events take place in a world in perpetual development, enough to fill an entire game year! ...   [click here for more]
Wizards of the Coast  $7.99

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Power of Faerûn (3.5)

Power of Faerûn (3.5)


Rule the Realms You've survived countless death traps, slain hordes of monsters, and overthrown your fair share of petty warlords and would-by tyrants. Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince?    The Power of Faerûn campaign...   [click here for more]
Wizards of the Coast  $14.99

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Races of Destiny (3.5)

Races of Destiny (3.5)


Heroes Adapted to Adventure Hailing from towns and villages in every corner of the world, resourceful and resilient adventurers emerge from among the races of destiny: humans, half-elves, half-orcs, and illumians. With an unparalleled drive to explore and experience, these diverse individuals have created names to last throughout the ages. This supplement for the D&D game provides...   [click here for more]
Wizards of the Coast  $14.99

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Races of Stone (3.5)

Races of Stone (3.5)


Dwarves, Gnomes, and Goliaths From underground caverns to rolling canyons to mountain crags, bold adventurers emerge from among the hardiest people—folk who possess an affinity with the earth itself. Drawing strength and security from their surroundings, along with the skills needed to survive, the champions of these races of stone have etched their names in legend. This supplement...   [click here for more]
Wizards of the Coast  $14.99 $8.99

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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]
Wizards of the Coast  $14.99

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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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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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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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Silver Marches (3e)

Silver Marches (3e)


A VAST FRONTIER FRAUGHT WITH ENDLESS PERIL Haunted by malicious dragons, hordes of orcs, and other ferocious creatures, the relentless cold and unforgiving terrain of the Silver Marches promise undiscovered riches and unspeakable danger to those bold enough to venture there. Complete information on the towns and settlements of the burgeoning Silver Marches alliance and the many hazards...   [click here for more]
Wizards of the Coast  $11.99

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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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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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