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An Introductory 4th Edition D&D Adventure for Characters of Levels 1st-3rd.
The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open... [click here for more] |
Wizards of the Coast |
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A trek across the Shadow Marches leads weary travelers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way.
This DUNGEONS & DRAGONS® adventure,... [click here for more] |
Wizards of the Coast |
FREE
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Caramon, Raistlin, Tika, Laurana, Tanis, Sturm, Flint, Tasselhoff?heroes all, their names are known by everyone familiar with their saga. But there are others as well: veterans of the War of the Lance, players behind the scenes, and even those who had no involvement wit the War whatsoever who are still heroes in their own right. Many are presented here for the first time. Among them:
Grindlethorpe,... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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Demonomicon of Iggwilv: Yeenoghu By Robert J. Schwalb: Unleash the bloodthirsty Demon Prince of Gnolls—and his many loyal followers—on your unsuspecting PCs.
Vor Kragal: Lost City of Bael Turath By Nicolas Logue: This long-dead relic of the ancient tiefling empire is rife with adventure for those willing to brave its dark streets.
Playing Warforged... [click here for more] |
Wizards of the Coast |
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The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer a call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame.
Gold & Glory describes the mercenary companies of the Forgotten Realms Campaign Setting. The famous and the infamous are detailed within:... [click here for more] |
Wizards of the Coast |
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Here it is-the second Monstrous Compendium Appendix for the Forgotten Realms campaign world! In these pages you will meet the strikingly beautiful Inhiannan shee, the fingernail-sized monkey spider, and the nightmarish feyr. These and other brand-new, custom-made monsters (and a few updated favorites) lurk within this booklet, waiting for you to unleash them into your own campaign. As always, the... [click here for more] |
Wizards of the Coast |
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This volume of the exciting Monstrous Compendium series brings you the unique creatures of Krynn: astral dragons, Krynn minotaurs, the various races and tribes of dwarves and elves, knights of Solamnia, kender, and dozens of other creatures and monsters from both Ansalon and the new continent of Taladas.
Product History
MC4: "Monstrous Compendium Dragonlance Appendix" (1990)... [click here for more] |
Wizards of the Coast |
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Prepare yourselves and your characters?. Here come more monsters, this time from the Greyhawk Campaign Setting! These 64 pages are filled with beasties and creatures, from aspis to zygon-and everything in-between! Crystalmist dragons (yes, there are more-four more, to be precise), and plenty of deadly plants await entry into your campaign. As always, these monster descriptions are organized... [click here for more] |
Wizards of the Coast |
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They are the favorite foes of many a party of adventurers. In these pages, the drow come to life, their culture and powers detailed fully for the first time. This guide presents new rules galore; new spells, new magical items, insight into the mysteries of Lolth, Monstrous Compendium entries for related monsters of the Underdark-and much, much more.
Learn all about the drow herein, from the words... [click here for more] |
Wizards of the Coast |
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From the storm-lashed rocks west of fabled Evermeet to the Plains of Purple Dust, all the folk of Faerun have heard of the Harpers. Noble fools, some call them. Crazy, misguided meddlers, others say. Still others disagree. "The one true hope of the Realms," said one princess.
"A shining light in the darkness of our lives," agreed a sage. "Pray that it never goes out."... [click here for more] |
Wizards of the Coast |
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For many years, Evermeet has remained a mystery, known only as the elves' place of refuge. So far, details about the island itself, its geography, and society have been sketchy. It is known that Evermeet is protected by illusory magic, that ships lose their way or vanish mysteriously if they approach the isle, and that the elven navy is the finest in the Realms. Some sources have revealed, or... [click here for more] |
Wizards of the Coast |
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Beautiful, powerful, mysterious, and deadly, the silver-haired Seven Sisters are legendary throughout the Forgotten Realms. One rules the city of bards, Siverymoon. Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor.... [click here for more] |
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One person's trash is sometimes another's treasure.
In this case, it’s also an opportunity for you to go on an excursion across the Tenth District, tracking down a client's very specific request…in thoughts.
A 5th edition Dungeons & Dragons adventure for 2nd-level characters, set in Ravnica. Pre-generated characters are also included.
Want to create and publish your own Ravnica PDFs?
A... [click here for more] |
Wizards of the Coast |
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Krynn... Enter the spell-binding world of the Dragonlance Saga with this volume of beautifully rendered maps.
Accompany the Heroes of the Lance on their epic travels across Krynn in this magnificently illustrated volume. Behold the beauty of the King Priest's Hall of Audience in the Temple of Istar. Smell Raistlin's herbs as you wander the hallways of the Tower of High Sorcery at Palanthas. Become... [click here for more] |
Wizards of the Coast |
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Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell--A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror--A strange trapdoor in the floor of Castle Cadwell leads to a terrifying challenge! The Abduction of Princess... [click here for more] |
Wizards of the Coast |
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The Blood of Ancient Battles Rises
An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods.
"Bastion of Broken Souls" is a stand-alone... [click here for more] |
Wizards of the Coast |
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Enter a Realm of Enchantment
When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of... [click here for more] |
Wizards of the Coast |
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This module was originally used for the Official Advanced Dungeons & Dragons tournament at Origins '79, and is the first in the Competition Series. This module contains a challenging setting as well as an original scoring system and an assortment of pre-rolled characters for adventuring. This module may thus be used for private competition among players, or as a separate, non-scored adventure!... [click here for more] |
Wizards of the Coast |
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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] |
Wizards of the Coast |
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It is terribly cold. You swam for your life to this mysterious island, losing most of your provisions in the process, only to find it barren of all but grass. A biting wind from the north drives through your wet clothes, chilling you to the bone. Night is falling and promises even colder temperatures; you wish this place had even a bush to burn as firewood. Your stomach has just begun to complain... [click here for more] |
Wizards of the Coast |
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Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering -- and the political situation is turning ugly. It was then that the Brothers of Brie, an obscure monastic order, discovered a long-forgotten... [click here for more] |
Wizards of the Coast |
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Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to... [click here for more] |
Wizards of the Coast |
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City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are liekly to visit in any campaign.
For instance, within you'll find
a smithy run by gnomes;
a temple that's home to an orphaned dragon; and
a tavern that patrons can't enter until they give the password
This book also describes two inns, a singing fountain,... [click here for more] |
Wizards of the Coast |
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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 drow theocracy.... [click here for more] |
Wizards of the Coast |
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NOTE: This is a scanned PDF. Some text and images might be slightly blurry as a result.
The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the cavers under his stronghold discovered that Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This material was originally published as two separate... [click here for more] |
Wizards of the Coast |
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As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This adventure provides a... [click here for more] |
Wizards of the Coast |
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Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin... [click here for more] |
Wizards of the Coast |
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On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing... [click here for more] |
Wizards of the Coast |
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The Underdark Holds Many Secrets
A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
"Deep Horizon" is a... [click here for more] |
Wizards of the Coast |
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You stand on the road east of Solace, tired from five years of adventuring, from a fruitless search for lost clerical magic. You know the old proverb that claims "You must return to find what you left to seek," but the saying never really made sense. Soon, however, it will.
For the world of Krynn is not the same: refugees stream out of the northernmost human lands, telling horrible tales. An invading... [click here for more] |
Wizards of the Coast |
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Silvanesti... ancient homeland of the elves. The wonders of Silvanesti are fabled throughout Krynn - The beauty of its forest where each tree is uniquely shaped by elven skill, its gardens of song, its cities molded lovingly from uncut stone. All this and more make up its legendary beauty.
Yet now the Silvanesti elves are gone. For long years, their warriors stood against the hordes of the Dragonarmy.... [click here for more] |
Wizards of the Coast |
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Across the world of Krynn, the armies of light and darkness clash in titanic struggle. Now the vast forces of the High Solamnic Knights and the Dragon Highlords are yours to command. "Dragons of Glory" puts you and your players in charge of all the armies of Krynn.
In excerpts from his war journals, Lord Gunthar Uth Wistan, Commander of the Solamnic Knights, discusses the general course of the war... [click here for more] |
Wizards of the Coast |
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The Blood Sea of Istar...grim reminder of the vengeance of the gods. Roiling and churning angrily, these sanguine waters are the grave of many a brave sailor. Across this haunted sea the heroes must journey to find freedom and victory. Trapped in lands deep within the enemy's territory, the heroes must seek the shadows to evade the Dragon Highlords' cruel clutches. But fate deals them a strange hand,... [click here for more] |
Wizards of the Coast |
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The key to victory is at hand as the Heroes of Legend set out on their final quest!
The port city of Kalaman seems as tranquil as a morning breeze. Yet on the horizon the terrible might of the Dragon Empire rushes unchecked, intent of the city's destruction. Poised now to meet them is the Army of Whitestone with its vaunted Solamnic Knights. The final conflict is at hand.
Yet hidden knowledge has... [click here for more] |
Wizards of the Coast |
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The incredible Dragonlancesaga comes to its thrilling conclusion in this high-level adventure. The Heroes face their ultimate challenge as the Queen of Darkness exerts all her might to claim Krynn as her own.
Each of six possible endings leads to the defeat of either the Queen or the Heroes, and determines whether Krynn's future is one of light or darkness.
This adventure includes an optional... [click here for more] |
Wizards of the Coast |
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The Dragonlance saga continues!
You have freed 800 refugees from the depths of Pax Tharkas, but now the armies of the dragon highmaster Verminaard pursue you through the wilderness. There is only one hope for you: Find the gates to Thorbardin, the ancient kingdom of the mountain dwarves, sealed long ago in the Dwarfgate War. The problem is that nobody knows where it is, or if it still exists!
Through... [click here for more] |
Wizards of the Coast |
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At last! A sourcebook for the most exciting epic ever from TSR. Now you and your players can have the entire world of Krynn at your fingertips!
"Dragons of Mystery" gives you the background and tools necessary to run a complete Dragonlance campaign adventure, an epic quest through the world of Krynn, threatened by the domination of the inhuman draconians. Can you win against powerful forces of darkness?... [click here for more] |
Wizards of the Coast |
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Venture once more to the world of Krynn, but this time to the continent of Taladas, largely untouched by the war of the Lance.
The dragons here are Othlorx, the Uninvolved, because they remain neutral in the struggle against the evil of Takhisis and her minions. Then why are they being systematically exterminated? Who wants all dragons on Taladas dead?
Your heroes must set on a dangerous trek in... [click here for more] |
Wizards of the Coast |
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Someone or something is killing the Othlorx ('The Uninvolved') dragons of Taladas. Not only good dragons, but evil ones as well. Who or what would be so angered at these dragons as to slaughter them indiscriminately? To find out, The PCs must masquerade as dragon hunters and set out to destroy dragons. It's a dangerous game—if the dragons don't get you, your employers might!
This quest will take... [click here for more] |
Wizards of the Coast |
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Beyond Ansalon - beyond even Taladas - cut off from the rest of Krynn by distance or circumstance, lie several lost lands with enough excitement and peril to challenge the hardiest adventurer.
Far beneath the vastness of Krynn's oceans is Watermere, home to the reclusive Dargonesti sea elves. In their valley on the sea floor, they work, play, explore, and resist the plots and forces of Takhisis, the... [click here for more] |
Wizards of the Coast |
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Awe-inspiring, brutish, militaristic, honor-bound: All these words and more describe the minotaurs of Taladas, the "other continent" on the world of Krynn.
This booklet exposes the secrets of minotaur society for the first time in the Dragonlancecampaign setting. Among the information within these pages are their origin myths, bureaucratic organizations, military strategies, and philosophical... [click here for more] |
Wizards of the Coast |
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Ze Planes! Ze Planes! by Chris Youngs: Chris talks about the Manual of the Planes
Her Majesty's Secret Servants: Agents of Tiamat by Robert J. Schwalb: Chromatic dragons aren’t the only servants of Tiamat.
Riven Justice: The Mercykillers by Robert J. Schwalb: The Mercykillers return to D&D, complete with information on... [click here for more] |
Wizards of the Coast |
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Just the Facts, Ma’am by Chris Youngs: Chris Youngs discusses the claim that 4th Edition has removed all roleplaying from D&D.
Player's Handbook 3 Debut Content - Githzerai by Mike Mearls, Stephen Schubert, Robert J. Schwalb, Chris Sims, and James Wyatt: Complete with staff commentary, this is the second in our Player’s Handbook 3 debut series.
Domain... [click here for more] |
Wizards of the Coast |
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Scramble to Claim a Key to Untold Power
Deep in the jungles of Xen’drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret.
"Grasp of the Emerald Claw" may be used as the conclusion... [click here for more] |
Wizards of the Coast |
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Set a Course for Adventure
The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace among the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover... [click here for more] |
Wizards of the Coast |
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Join the Hunt for an Elusive Traitor
A member of the Brelish spy network has stolen a powerful magic sword and gone rogue. In pursuit of the fugitive are operatives from a number of other factions intent on recovering the traitor, his stolen weapon, or both. As the slippery agent flees across Khorvaire, only the most relentless heroes will stay on the intrigue-laced trail and capture... [click here for more] |
Wizards of the Coast |
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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 |
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The North...rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men. Waterdeep...crossroads of the world, City of Splendors. Here are wealth and goods from every... [click here for more] |
Wizards of the Coast |
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This sourcebook is one of a series that belongs on the bookshelf of any dungeon master exploring the rich lands (and dark under-realms) of the Forgotten Realms. It presents as introduction to the Deep Folk of Faerun, three unique races of dwarves. Virtually all of the famous "dungeons" of the realms, explored by adventurers seeking treasure, magic, and lore, were built - and in most cases, once occupied... [click here for more] |
Wizards of the Coast |
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This is the first in a series of reference books aimed at the recreationist. In these pages are the battles fought by Yamun Khahan, Batu Min Ho, and all the others caught up in the sweeping Horde campaigns. The strategies and disposition of the forces are set forth in plain terms. BattleSystem rules statistics allow for the complete recreation of each battle fought in this massive campaign. Ten... [click here for more] |
Wizards of the Coast |
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