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A3 Assault on the Aerie of the Slave Lords (1e)

A3 Assault on the Aerie of the Slave Lords (1e)


Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons...   [click here for more]
Wizards of the Coast  $7.99

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AC1 The Shady Dragon Inn (Basic)

AC1 The Shady Dragon Inn (Basic)


The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character...   [click here for more]
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Assault on Raven's Ruin (Basic)

Assault on Raven's Ruin (Basic)


In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine...   [click here for more]
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Beyond the Prism Pentad (2e)

Beyond the Prism Pentad (2e)


The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake? The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic...   [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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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...   [click here for more]
Wizards of the Coast  $12.99

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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]
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CM3 Sabre River (Basic)

CM3 Sabre River (Basic)


You are a guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more...   [click here for more]
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D2 Shrine of the Kuo-Toa (1e)

D2 Shrine of the Kuo-Toa (1e)


Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them. This module contains background information, a large-scale referee's map with...   [click here for more]
Wizards of the Coast  $7.99

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Den of Thieves (2e)

Den of Thieves (2e)


Watch your back! Who stalks the fog-shrouded alleys of the night? Who rules where the City Watch fears to tread? Enter the secret organized underground of thieves, pickpockets, cat burglars, upright men, and kingpins. This 96-page book includes eye-opening details about thieves' guilds, a complete underworld organization, new adventures, and magical items. Also included is a full-color poster...   [click here for more]
Wizards of the Coast  $11.99

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DMGR8: Sages & Specialists (2e)

DMGR8: Sages & Specialists (2e)


In the dangerous, fast-paced world of adventuring, knowledge means survival. In a age of legends, even the greatest heroes need technical advisors. Inside Sages & Specialists you'll find ten new NPC specialist classes--from apothecary to seer, from engineer to scribe--each with his own special talents and insights. In addition, this book contains a host of new rules that directly affect the...   [click here for more]
Wizards of the Coast  $9.99

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FMA2: Endless Armies (2e)

FMA2: Endless Armies (2e)


The second adventure set in the land of Maztica. A plague of giant army ants threatens to annihilate the peaceful jungle kingdom of Payit. Can the heroes stop the army long enough to break the magical force that impels the deadly insects? Includes Battlesystems rules scenarios for use in the New World as wall as role-playing adventures. "Deep within the heart of the jungles of Far Payit is...   [click here for more]
Wizards of the Coast  $9.99

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Forest Maker (2e)

Forest Maker (2e)


Most adventurers know better than to listen to rumors. But when the rumors speak of a magical forest blooming deep in the burning stretch of the Alluvial Sand Wastes, even the most battle-hardened gladiator takes notice. A mysterious summons has gone out to the humans and demihumans of the Tyr region, luring them to the new forest and promising Athas' salvation. Now your characters have heard the call...   [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...   [click here for more]
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FR6 Dreams of the Red Wizards (1e)

FR6 Dreams of the Red Wizards (1e)


The Red Wizards of Thay, as cruel and horrible as they are powerful, they have ruled their eastern realm for as long as any sage can remember. They can be powerful allies, or deadly enemies. The Red Wizards know the darkest secrets of the strongest magic, and will sell their skills to the highest bidder. Thay is a land of slavers and tyrants, of intrigue and murder, of danger and opportunity. In...   [click here for more]
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FR7: Hall of Heroes (1e/2e)

FR7: Hall of Heroes (1e/2e)


The Forgotten Realms fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a tale of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R. A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the Forgotten Realms fantasy world). Until...   [click here for more]
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FRQ2 Hordes of Dragonspear (2e)

FRQ2 Hordes of Dragonspear (2e)


Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great...   [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...   [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...   [click here for more]
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GAZ6 The Dwarves of Rockhome (Basic)

GAZ6 The Dwarves of Rockhome (Basic)


Dwarves have a reputation that is both good and bad. On the good side, they are known as loyal, hard-working, dependable, and fierce defenders of their homes. On the other side, they are condsidered...well, a little dull. No longer. The Dwarves of Rockhome, the latest Gazetteer for the DUNGEONS & DRAGONS games system, gives you a complete, in-depth look at a vibrant, living, anything-but-dull...   [click here for more]
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H2 The Mines of Bloodstone (1e)

H2 The Mines of Bloodstone (1e)


The most deadly dungeon ever designed! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town...   [click here for more]
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H4 The Throne of Bloodstone (1e)

H4 The Throne of Bloodstone (1e)


The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King\'s power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the source of Vaasa\'s power. All you have to do is journey to the Abyss, confront the mightiest demon...   [click here for more]
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Hellgate Keep (2e)

Hellgate Keep (2e)


Hellgate Keep-a name that once make the boldest of heroes shudder in fear-was long ago known as the fair citadel of Ascalhorn, a have for elves and humans. Then a demonic horde of baatezu and tanar'ri destroyed all remnants of real civilization and turned it into a den of malevolence. Today, the citadel lies ruined. The Mistmaster and the Harpers destroyed the keep and ended its centuries-long reign...   [click here for more]
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Hollow World Campaign Setting (Basic)

Hollow World Campaign Setting (Basic)


THE KNOWN WORLD: IT ISN'T FLAT, BUT IT IS HOLLOW. Within the sphere of the Know World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons-devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying,...   [click here for more]
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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]
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HWA3 Hollow World: Nightstorm (Basic)

HWA3 Hollow World: Nightstorm (Basic)


Third Adventure in the Blood Brethren Trilogy. To find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean to the land of the Shahjapur, where moguls hunt tigers, untouchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution...   [click here for more]
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L1 The Secret of Bone Hill (1e)

L1 The Secret of Bone Hill (1e)


Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford, seeking unwary victims. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. This module contains complete information on the town of Restenford and the...   [click here for more]
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LC2: Inside Ravens Bluff, The Living City (2e)

LC2: Inside Ravens Bluff, The Living City (2e)


Continue your tour of the Ravens Bluff campaign setting, the brightest spot on the Dragon Reach. Meet Jack Mooney, proprietor, manager, and ringmaster of the Realms' largest circus. Lucky visitors receive invitations to ourParty on Embassy Row, where intrigue and high society collide. Visit Lord Mayor Charles Oliver O'Kane's study for a quick peek at Elminster's notes on Ravens Bluff and environs....   [click here for more]
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LC4: Port of Ravens Bluff, The Living City (2e)

LC4: Port of Ravens Bluff, The Living City (2e)


Ahoy maties! Cast off for adventure with the members of the RPGA Network. Get to know one of the busiest ports of the Sea of Fallen Stars, where adventure awaits on land, at sea, and below the waves. Pirates, honest sailors, smugglers, fishermen, and water creatures rub shoulders with stalwart adventurers bent on exploring the ships in the harbor, businesses on the waterfront, and a few mysteries...   [click here for more]
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Marco Volo: Arrival (2e)

Marco Volo: Arrival (2e)


Marco Volo - Arrival is the last volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. When the characters first set off on an intrigue-laden journey to Shadowdale, they did not suspect how much trouble they would get into. Joined by Marcus Wands (also known as Marco Volo), they found him just a bothersome but likeable little rogue....   [click here for more]
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Marco Volo: Departure (2e)

Marco Volo: Departure (2e)


Marco Volo: Departure is the first volume of the Marco Volo trilogy, designed for four to eight player characters of levels 6 to 8. This free-wheeling adventure begins with an intrigue-laden journey from Waterdeep to Shadowdale. The party is thrown into the company of one Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. In his guise of Marco, he gains...   [click here for more]
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Marco Volo: Journey (2e)

Marco Volo: Journey (2e)


Marco Volo - Journey is the second volume of the Marco Volo trilogy, designed for four to eight player characters of 6th to 8th level. This free-wheeling adventure began in Waterdeep as the characters set out on an intrgiue-laden journey to Shadwodale. Accompanying them is Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. After leaving the...   [click here for more]
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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]
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Prayers from the Faithful (2e)

Prayers from the Faithful (2e)


Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages? The answer lies in the mighty spells heretofore kept concealed by the robed clergy of the cloisters. These sacred spells are now revealed in these pages, drawn from legendary holy books presently "lost" on Faerun. To read Prayers From...   [click here for more]
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Ruins of Undermountain II: The Deep Levels (2e)

Ruins of Undermountain II: The Deep Levels (2e)


"Looking for adventure are ye? Looking for a place brimming with silver and gold, a place dripping with things magical? "I know a place far and not far from here where all of that-and more-can be had. But mind me lads and lassies, there are other things there as well-danger and risk and uncertainty, and creatures never before seen by the likes of sell-swords and wizards who tread...   [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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S2 White Plume Mountain (1e)

S2 White Plume Mountain (1e)


White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. This adventure contains background information, referee's notes, player aids, a complete map level, and a cutaway view of the mountain...   [click here for more]
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SJS1 Goblin's Return (2e)

SJS1 Goblin's Return (2e)


Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter...   [click here for more]
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The Scarlet Brotherhood (2e)

The Scarlet Brotherhood (2e)


Threats from the South The Scarlet Brotherhood has always been a mystery. Cloaked in shadow, manipulating events across the Flanaess, exploring unknown southern jungles, the Brotherhood influences the world in ways both obvious and subtle. Now learn their early history, hierarchy of power, gods, and agenda. But the Brotherhood is not alone in the south. Explore the peoples, nations, gods and wonder...   [click here for more]
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Uncaged: Faces of Sigil (2e)

Uncaged: Faces of Sigil (2e)


Who's Who... and Who's What Everyone slides through Sigil sooner or later. But plenty of cutters call the Cage home, and it's their shops, trades, and peels that keep the jink flowing - and the bone-boxes flapping. A body's got to know who sells bogus goods, and who'll scrag him (or worse) just for the fun of it. 'Course, the trick is telling friend from foe. In Sigil, a fiery...   [click here for more]
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Undermountain: Stardock (2e)

Undermountain: Stardock (2e)


Had I not seen the chaos that ensued,I would never have believed the tale Shadowdale's sage wove for me that day...Who would have believed that anything had the power to rip Halaster Blackcloak bodily from his Undermountain? Who again could predict the maelstrom of dangers that a dungeon gone made would unleash upon an unsuspecting Realms? It is thanks to the brave and noble souls who dared reach...   [click here for more]
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Villains' Lorebook (2e)

Villains' Lorebook (2e)


Evil takes many forms in the lands of Faer?n. This book brings all of them out of the darkness and into the light. These are the characters who have tested the mettle of the foremost heroes of the FORGOTTEN REALMS campaign world. They spread chaos and death wherever they venture, ruining whatever they touch. And they're coming to your campaign! Inside this companion volume to Heroes' Lorebook,...   [click here for more]
Wizards of the Coast  $18.99

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Volo's Guide to Baldur's Gate II (2e)

Volo's Guide to Baldur's Gate II (2e)


In this, the sixth indispensable travel guide by Volothamp Geddarm, famed traveler of the Realms, the wonders of the mysterious South are laid bare for all to see. Adventurers seeking their fortunes in the lands made famous by the Baldur's Gate II: Shadows of Amn computer game will find all the dangers and treasures this rich territory has to offer. And as always, the finest establishments on the gold...   [click here for more]
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WG5: Mordenkainen's Fantastic Adventure (1e)

WG5: Mordenkainen's Fantastic Adventure (1e)


Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stand two massive iron doors -- doors without...   [click here for more]
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Wrath of the Minotaur (2e)

Wrath of the Minotaur (2e)


You hold in your hands the introduction to the world's greatest fantasy roleplaying experince, the Dungeons & Dragons game. If you have a taste for excitement, if you're ready to take the next step beyond computer adventure games, this is what you've been waiting for! It all starts with the celebrated Fast-Play Rules, a step-by-step tutorial that shows you the basic concepts of the game in a...   [click here for more]
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X2 Castle Amber (Basic)

X2 Castle Amber (Basic)


Trapped in the mysterious Castle Amber, you find yourselves cut off form the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? This module contains referee notes, background information, maps, and exploration...   [click here for more]
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Champions of Darkness (3e)

Champions of Darkness (3e)


Tortured by Darkness Whether lured by the Dark Powers or born to a life of darkness, those who devote themselves to the masters of the Land of Mists undergo their own agonizing struggles. Nemeses of good, yet puppets of evil, these beleaguered men and women may rise to greatness or find their way back to the light. In any other world, they would be called anti-heroes. Here, they...   [click here for more]
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Ravenloft Player's Handbook (3.5)

Ravenloft Player's Handbook (3.5)


Step into the Darkness Within the darkness, terror reigns. Vampires rule the night. Shapeshifters howl beneath the gibbous moon. Ancient evil and new-made ghosts and ghouls prey upon a populace ruled by fear. Yet within the darkness glows a light - a few brave souls who stand against the evil. Have you the courage to join their struggle? Gothic Adventure in the Domain of Dread The Ravenloft Player's...   [click here for more]
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A1 Slave Pits of the Undercity (1e)

A1 Slave Pits of the Undercity (1e)


A1: Slave Pits of the Undercity, an adventure for characters level 4-7, is the first of the series which also includes A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords. This adventure is complete with original black-and-white interior art. A1: Slave Pits of the Undercity: It is time to put a stop to the marauders! For years...   [click here for more]
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A2 Secret of the Slavers Stockade (1e)

A2 Secret of the Slavers Stockade (1e)


A2: Secret of the Slavers Stockade is part 2 of four classic Advanced Dungeons & Dragons adventure modules that form a series -- A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords -- complete with original black-and-white interior art. A2: Secret of the Slavers Stockade: The battle against...   [click here for more]
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