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 Hottest Non-Core Books from Wizards of the Coast
 
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Towers of High Sorcery (3.5)

Towers of High Sorcery (3.5)


The wizards of Krynn are granted magic through the power of the three moons. To prevent the awesome powers of wizardry from being wielded by the irresponsible, they require young mages to take a Test proving both their skill and level of responsibility—as well as their level of devotion to magic itself. The Orders of High Sorcery rule over arcane magic and those who practice it from within mighty...   [click here for more]
Wizards of the Coast  $34.99 $17.99

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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...   [click here for more]
Wizards of the Coast  $29.95 $14.99

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A Guide to the Astral Plane (2e)

A Guide to the Astral Plane (2e)


"So - why do they call it the silver void? Must mean there's nothin' there? Right?" - Some clueless sod Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the "Secrets" of the Silver Void that...   [click here for more]
Wizards of the Coast  $15.99 $9.99

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Arms and Equipment Guide (3e)

Arms and Equipment Guide (3e)


Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble: A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles; over 230 magic weapons and armors, such as the flameshroud axe,...   [click here for more]
Wizards of the Coast  $26.95 $10.99

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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  $29.95 $14.99

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Council of Spiders (4e)

Council of Spiders (4e)


Lolth’s avatar has come to Menzoberranzan, declaring the god’s intent to spin a Demon Weave and gain control of arcane magic. The drow rush to aid her by retrieving ancient artifacts and channeling their power to Lolth. But in Menzoberranzan, the City of Intrigue, nothing is ever as simple as it seems. The Council of Spiders demands representation for wizards on the Ruling Council of the...   [click here for more]
Wizards of the Coast  $4.99

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DD2 The Sinister Spire (3.5)

DD2 The Sinister Spire (3.5)


Delve into the Darkling Depths The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows....   [click here for more]
Wizards of the Coast  $19.95 $9.99

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GAZ3 The Principalities of Glantri (Basic)

GAZ3 The Principalities of Glantri (Basic)


"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small bat wings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping. "Down below, the students are preparing for their daily barrage of courses...   [click here for more]
Wizards of the Coast  $8.95 $4.99

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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  $34.95 $16.99

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Lost Crown of Neverwinter (4e)

Lost Crown of Neverwinter (4e)


Neverwinter - A City on the Brink of War Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes...   [click here for more]
Wizards of the Coast  $4.99

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Player's Handbook Races: Tieflings (4e)

Player's Handbook Races: Tieflings (4e)


It's Good to Be Bad Tieflings survived brutal wars and fiendish pacts to become what they are today: sinister scions of a shattered empire living on the fringes of civilization, fighting for everything. Only the best of their kind would dare call themselves heroes, and fewer still have the wherewhithal to conquer the evil that haunts them. If you want to play the ultimate tiefling...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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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  $29.95 $14.99

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RQ1 Night of the Walking Dead (2e)

RQ1 Night of the Walking Dead (2e)


In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the...   [click here for more]
Wizards of the Coast  $6.95 $4.99

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Savage Species (3e)

Savage Species (3e)


A New Breed of Adventurer Whether wondrous or wicked, some monsters have a calling that reaches beyond the ordinary existence of their kind. Traveling alongside other intrepid characters, these heroic creatures carve their places in legend with sword, spell, tooth, and claw. This supplement for the D&D game provides everything you need to play a monster as a character or to...   [click here for more]
Wizards of the Coast  $29.95 $11.99

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The Accursed Tower (2e)

The Accursed Tower (2e)


Icewind Dale, Ten-Towns, Regis the lovable halfling scoundrel, and Drizzt Do'Urden, drow ranger. These names are legendary in the annals of the Forgotten Realms setting, made famous in the best-selling novels by author R.A. Salvatore. Now, Salvatore and his original gaming group, the Seven Swords, return to the Savage Frontier in this exciting 32-page adventure. The PCs begin in the port...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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The Elder Elemental Eye (4e)

The Elder Elemental Eye (4e)


Long ago, the Sabrak clan of dwarves, in an effort to restore their clan’s lost power and status, meddled with dark forces in the Sunset Mountains. The dwarves succeeded only in creating their own isolation and madness. Their clan grew smaller and ever more degenerate—so that today, only the three brothers who lead the clan and a handful of other dwarves remain. Of the three brothers,...   [click here for more]
Wizards of the Coast  $4.99

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The Secret of Spiderhaunt (2e)

The Secret of Spiderhaunt (2e)


The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his...   [click here for more]
Wizards of the Coast  $6.95 $4.99

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Unapproachable East (3.5)

Unapproachable East (3.5)


Explore a Mysterious Land of Might and Magic Tales from beyond the Easting Reach are told with awed voices and hushed tones. Known to most of Faerûn as the homeland of the Simbul, the hathrans, and the Red Wizards, the Unapproachable East is filled with dark secrets, insidious plots, and untold adventure. Discover the people, politics, cities, and societies of the region, along...   [click here for more]
Wizards of the Coast  $29.95 $14.99

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Van Richten's Guide to the Vistani (2e)

Van Richten's Guide to the Vistani (2e)


Over three decades ago, the only child of Dr. Rudolph van Richten was stolen by Vistani thieves and sold to a vampire. The doctor's efforts to rescue his son and then avenge himself upon that vampire led to a dark new career fighting the terrifying monsters in the Demiplane of Dread. Now, the sage of Ravenloft turns his attention to the very people who made him what he is today. In spite of his...   [click here for more]
Wizards of the Coast  $12.95 $9.99

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War of Everlasting Darkness (4e)

War of Everlasting Darkness (4e)


Darkness spreads across Faerûn. Under this pall of shadow, the drow fight with impunity, protected from the harsh daylight. With every passing month, they conquer more territory and further Lolth’s ultimate goal of becoming the Goddess of Magic. "War of Everlasting Darkness" is a Dungeons & Dragons Roleplaying Game adventure designed for the autumn 2012 season of the D&D...   [click here for more]
Wizards of the Coast  $4.99

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Book of Lairs [Forgotten Realms] (2e)

Book of Lairs [Forgotten Realms] (2e)


So, thee say there be beasts out there thee've ne'er heard of nor encountered? 'Tis easily enough repaired—provided thee've the stomach for it!   -Elminster, the Sage of Shadowdale D&D's most popular world just became even better! Here are over 30 exciting adventures that can be played in the Forgotten Realms setting in a single session. Danger, puzzle-solving, humor,...   [click here for more]
Wizards of the Coast  $12.95 $9.99

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DD3 Fortress of the Yuan-Ti (3.5)

DD3 Fortress of the Yuan-Ti (3.5)


Storm the Nest of Vipers Evil yuan-ti conspire to destroy a kingdom using dark rituals and the bones of a long-dead king. To win the day, heroes must storm the yuan-ti fortress and wrest the bones from the cultists' clutches before they complete their rituals and unleash a far greater menace upon the world. This Dungeons & Dragons adventure is designed for 6th-level characters....   [click here for more]
Wizards of the Coast  $19.95 $9.99

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Faiths & Avatars (2e)

Faiths & Avatars (2e)


What makes a god a god? How are divine powers created and how do they die? How powerful is a greater deity compared to a lesser deity? These questions and many more are answered for the Fofgotten Realms campaign setting within Faiths & Avatars. Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by...   [click here for more]
Wizards of the Coast  $25.00 $9.99

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HHQ7 Thief's Challenge II: Beacon Point (2e)

HHQ7 Thief's Challenge II: Beacon Point (2e)


Looking for opportunity and fresh pickings, a rogue hops a ship for new lands, only to leap from the frying pan into the fire. The ship is attacked on the high seas by a band of blood-thirsty pirates, and the rogue washes up on the Isle of Beacon Point... right at the center of the pirates' sphere of influence. Can this single player character stay alive with no more than wits and hard-earned thieving...   [click here for more]
Wizards of the Coast  $6.95 $4.99

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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]
Wizards of the Coast  $9.95 $4.99

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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]
Wizards of the Coast  $20.00 $9.99

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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]
Wizards of the Coast  $14.95 $9.99

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X5 Temple of Death (Basic)

X5 Temple of Death (Basic)


Sent on a desperate mission into an unknown land, you must seek out one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the Master. Can you survive his defenses and win? This adventure...   [click here for more]
Wizards of the Coast  $4.99

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X6 Quagmire! (Basic)

X6 Quagmire! (Basic)


Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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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...   [click here for more]
Wizards of the Coast  $18.95 $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  $29.95 $14.99

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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]
Wizards of the Coast  $9.95 $4.99

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Encyclopedia Magica Series (2e) [BUNDLE]

Encyclopedia Magica Series (2e) [BUNDLE]


This special bundle product contains the following titles. Encyclopedia Magica, Vol. 1 [A-D] (2e) Regular price: $9.99 Bundle price: $5.00 Format: Watermarked PDF 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...   [click here for more]
Wizards of the Coast  $39.96 $19.99

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Howls in the Night (2e)

Howls in the Night (2e)


The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they revel the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. The moors surround Westcote Manor, whose owner seeks your aid to break a curse that has beset his family. A new danger lurks in the haunted moors: hounds whose mournful howls and...   [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]
Wizards of the Coast  $29.95 $14.99

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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]
Wizards of the Coast  $12.95 $9.99

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Eye of Pain (2e)

Eye of Pain (2e)


Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two...   [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]
Wizards of the Coast  $4.99

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Eye to Eye (2e)

Eye to Eye (2e)


Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years...   [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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RM3 Web of Illusion (2e)

RM3 Web of Illusion (2e)


Rakshasa. For centuries, these diabolical creatures have hunted humanity and preyed upon its flesh. Now the Mists have opened upon the land of Sri Raji, home of dread Arijani, the rakshasa lord. Arijani is the mastermind behind a deadly game of illusion where plots lie within plots that lie within plots. The wise will trust neither their eyes nor their wits, for nothing is as it seems in Sri...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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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...   [click here for more]
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X7 The War Rafts of Kron (Basic)

X7 The War Rafts of Kron (Basic)


The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating...   [click here for more]
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Undermountain II: Maddgoth's Castle (2e)

Undermountain II: Maddgoth's Castle (2e)


"Ye want this ol'moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precioius few treasures worth the death and agony and fear you'll face. Your problems are twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!). "Second, you're looking...   [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."...   [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...   [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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