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Curious Items: Braziers

Curious Items: Braziers


A faded wooden sign that simply reads “Warm Hearts” hangs from the front porch of the lonely one-floor longhouse, built on stilts to keep it off the snow pack. This simple shop is an essential stop for anyone who plans to live in the cold parts of the world, for this shop sells the best heating system available - the brazier. Tired of rewarding players with the same old magic...   [click here for more]
Healing Fireball  $5.00 $3.75

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Curious Items: Child's Play

Curious Items: Child's Play


On the night of the midwinter solstice, the longest night of the year, a kindly old toy maker gives out amazing magical toys to all the children of the village. Need some new treasure to give to players? Want to add some background color to your village? Want a new setpiece that can be easily added to any world? Need a holiday to spice up your players’ time in town? Well, look no further...   [click here for more]
Healing Fireball  $4.00 $3.00

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Curious Items: Masks

Curious Items: Masks


In a bustling theater district a colorful shop stands. Its plaster walls are decorated with the scenes of revelry that belie the truly womderul and powerful creations available inside.   Need some new treasure to give to players? Want to add some background color to your village? Want a new setpiece that can be easily added to any world? Well, look no further - your friends...   [click here for more]
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Blades of the Buccaneers: Swords, Foils and Cutlasses of the Sea

Blades of the Buccaneers: Swords, Foils and Cutlasses of the Sea


Arrr, matey! For this talk like a pirate day our friend Old Pete has returned with another book of tales covering the weapons of the sea: The life of a mariner is a dangerous one. Sailors regularly face harsh weather and a tumultuous sea, not to mention the looming threat of sea monsters, pirates and marauding aquan societies. So it is no wonder that a sailor’s best friend is often...   [click here for more]
Healing Fireball  $4.00 $3.00

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Blades of the Buccaneers: The Weapons of Captain Red Jack Roberts

Blades of the Buccaneers: The Weapons of Captain Red Jack Roberts


The weather-beaten well-tanned old man with a bushy white beard wearing a well worn oil skin and leaning against the shop’s wall takes the charred and beaten old wooden pipe from his mouth and, knocking it out on his palm, clears his throat and startles the children. “Well, lads, I would bet you that that there be the handy work of the infamous pair of Captain Red Jack Roberts and his...   [click here for more]
Healing Fireball  $3.00 $2.25

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The Sages Must be Crazy: Have Some Pie

The Sages Must be Crazy: Have Some Pie


Its time for some pie, but be careful or the joke’s on you. For April Fools' Day, your friends here at Healing Fireball Publications are proud to give you the latest rant from Ebenezer Killjoy with The Sages Must Be Crazy: Have Some Pie. This treatise targets that favorite device of the jester - the pie and all the magic spells and items that have been invented around it. In its...   [click here for more]
Healing Fireball  $1.00 $0.75

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The Sages Must be Crazy: Let Them Eat Cake

The Sages Must be Crazy: Let Them Eat Cake


Have a slice of cake, but be careful, or the joke's on you! For April Fools' Day, your friends here at Healing Fireball Publications are proud to give you the latest rant from Ebenezer Killjoy with The Sages Must Be Crazy: Let Them Eat Cake. This treatise again targets those that would corrupt the art of baking with more tasty magic spells and items of an edible bent. In its pages...   [click here for more]
Healing Fireball  $1.00 $0.75

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The Sages Must be Crazy: Spells of Inebriation

The Sages Must be Crazy: Spells of Inebriation


Raise a mug and give a cheer for Spells of Inebriation. For St. Patrick’s Day, your friends here at Healing Fireball Publications are proud to give you The Sages Must Be Crazy: Spells of Inebriation. This product covers the unusual and often chaotic spells of those spellcasters that love strong drink. This product contains eleven spells based around a theme of alcohol....   [click here for more]
Healing Fireball  $0.50 $0.38

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The Sages Must Be Crazy: The Infamous Mischievous Renaldo Maliauctor

The Sages Must Be Crazy: The Infamous Mischievous Renaldo Maliauctor


The Sages Must be Crazy (or at least a little unhinged)! Tucked down an alleyway, just out of the sight of the bustling marketplace, you find a shop marked with a cheery sign reading The Prankster’s Lair. Inside, the cluttered shop seems jammed full of all variety of strange and unusual devices. As you make your way to the back, pouches of sneezing powder, dribble glasses and a myriad of other,...   [click here for more]
Healing Fireball  $1.00 $0.75

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The Sages Must be Crazy: Tricky Treats

The Sages Must be Crazy: Tricky Treats


Be careful this All Hallows' Eve or there may be more tricks than treats. For Halloween, your friends here at Healing Fireball Publications are proud to give you the latest rant from Ebenezer Killjoy with The Sages Must Be Crazy: Tricky Treats. This treatise targets those that would corrupt the art of candy making and take advantage of the traditions of Halloween, all for their...   [click here for more]
Healing Fireball  $1.00 $0.75

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Random Generation Card System: The Search Cards

Random Generation Card System: The Search Cards


Adventurers love few things more than treasure. But, truthfully, if every chest they opened and every corpse's pocket they rifled through yielded a +4 mace, it would take away some of the thrill of those magic items, right? On the other hand, if it's always "1 gold piece" here and "10 silver pieces" there, that would get real boring, real fast. The Search Cards present...   [click here for more]
Healing Fireball  $4.00 $3.00

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Random Generation Card System: The Treasure Cards

Random Generation Card System: The Treasure Cards


Have your level 2 players just killed a bunch of kobolds, and want to rifle through their pockets? Maybe your level 19 party finally bested the red dragon, and are now drooling over the chests of loot? The only problem is, you put so much energy into designing the encounters, you need some inspiration when it comes to the rewards. The Treasure Cards allow you, or your players, to randomly choose...   [click here for more]
Healing Fireball  $5.00 $3.75

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Random Generation Card System: The Weather Cards

Random Generation Card System: The Weather Cards


A dynamic world is ruled by chance. And what is more unpredictable than the weather? With this first entry into the Random Generation Card Series, use specially-designed cards to create a world where the environment is more than a backdrop. Make the weather a character with its own personality. Let your world speak for itself. The results can be sublimely fortuitous, or perfectly tragic. Will...   [click here for more]
Healing Fireball  $4.00 $3.00

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Combat Cards: Action Types

Combat Cards: Action Types


Player: As a swift action I cast my Quickened Fireball and then cast Lightning Bolt as a standard action. GM: You can do that? I think I need to look that up. (Flips through books…) Many players and game masters alike are familiar with the above scene. A player uses an action type you have never heard of or you player uses a unusual action...   [click here for more]
Healing Fireball  $2.00 $1.50

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Combat Cards: Caster Tactics

Combat Cards: Caster Tactics


Player: Thomas turns the foul priest’s minions. (Rolls dice)… Yes, they all run from my righteous presence. GM: The evil priest just grins and laughs ‘Your puny attempts to stop me are like the nuisance of gnats.’ He then uses his one Priestly Might to cancel your turning. (Reaches for dice). Player: You can’t cancel my ability to turn. GM: Why not? Let me look...   [click here for more]
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Combat Cards: Monstrous Defenses

Combat Cards: Monstrous Defenses


GM: The troll shrugs off your puny attacks and swipes at you with one rope-like arm. Player: What do you mean he shrugs off my attacks? That blow should have dropped him. GM: Well, you need to use fire or acid to kill a troll because they regenerate. Player: What? That’s ridiculous. Just because it can regenerate doesn’t...   [click here for more]
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Combat Cards: Monstrous Tactics

Combat Cards: Monstrous Tactics


GM: The plant uses his Tremorsense to find your location and launches two tentacles at you. Player: You can’t use Tremorsense to find me - I didn’t move. GM: It doesn’t matter. Casting the spell counts as physical activity. Here, let me find the rule. This is a familiar scene. A simple, logical progression...   [click here for more]
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Combat Cards: Special Tactics

Combat Cards: Special Tactics


Player: I sunder the barbarian’s axe, disarming him. GM: Alright, just give me a moment as I look this up. (Flips through the book for several minutes.) Player: Nevermind, I’ll just stab him. This is a scene familiar to any Game Master. Your players choose to take a non-standard action and the game grinds to a halt as you look up the rules. Players...   [click here for more]
Healing Fireball  $3.00 $2.25

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The Sages Must be Crazy: Weapons of Annoyance

The Sages Must be Crazy: Weapons of Annoyance


Enjoy yourself but beware of the annoying pests. For April Fool’s Day, your friends here at Healing Fireball Publications are proud to give you the latest rant from Ebenezer Killjoy with The Sages Must Be Crazy: Weapons of Annoyance. This treatise targets the most annoying of all the tricksters - the pests, those pranksters that draw enjoyment from the pain and discomfort...   [click here for more]
Healing Fireball  $1.00 $0.75

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