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WG7 Castle Greyhawk (1e)

WG7 Castle Greyhawk (1e)


Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen,...   [click here for more]
Wizards of the Coast  $9.99

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Expedition to the Ruins of Castle Greyhawk (3.5)

Expedition to the Ruins of Castle Greyhawk (3.5)


Mordenkainen needs you. The good people of Greyhawk need you. What are you waiting for? *** Twenty-seven years ago, a band of adventurers led by the great wizard Mordenkainen entered the dungeons below Castle Greyhawk and released the evil demigod Iuz, intending to slay him. Betrayal led to failure, Iuz escaped, and many lives were lost. Today, evil has returned to Castle Greyhawk, and Mordenkainen...   [click here for more]
Wizards of the Coast  $34.95 $17.50

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World of Greyhawk Fantasy Game Setting (1e)

World of Greyhawk Fantasy Game Setting (1e)


Enter the WORLD OF GREYHAWK... ...A world where bandit kings raid from their remote stronghold; ...A world where noble elves fight savage invaders and where bold knights wage war on the terror of Iuz; ...A world scarred by a vast Sea of Dust, across which drift lost memories from the awful forgotten past. Enter a World of Wonder & Intrigue... Fantasy Game Setting for a panoramic view of this...   [click here for more]
Wizards of the Coast  $15.00 $9.99

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Greyhawk Adventures (1e/2e)

Greyhawk Adventures (1e/2e)


Enter this world and discover excitement far beyond your wildest dreams. Greyhawk is the place where adventure begins and ends?.   This book is for experienced roleplayers looking from something exciting and original to use in their fantasy gaming. Its pages are filled with bold new gaming experiences. With this book, you join the ranks of the best role players in the world. Your...   [click here for more]
Wizards of the Coast  $15.00 $9.99

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WGR1 Greyhawk Ruins (2e)

WGR1 Greyhawk Ruins (2e)


Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth. Its mazes and catacombs have drawn hundreds of adventurers from around the Flanaess. They are intrigued by tales of its riches, undaunted by its reputation for death in countless unspeakable ways. Getting there is no trick-it's a well-traveled path. The trick is getting in and out again with your own hide...   [click here for more]
Wizards of the Coast  $15.00 $4.99

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OD&D Supplement I: Greyhawk (0e)

OD&D Supplement I: Greyhawk (0e)


One cannot properly introduce a supplement to an existing body of rules, which already contain both a foreword and an introduction; yet it is absolutely necessary to make certain that the prospective buyer understands that this volume cannot stand by itself. It is expressly written to augment the DUNGEONS & DRAGONS rules set, and if you do not possess the set there is no point in buying this...   [click here for more]
Wizards of the Coast  $4.99

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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]
Wizards of the Coast  $4.99

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WG6 Isle of the Ape (1e)

WG6 Isle of the Ape (1e)


You stand before a great throne of lapis lazuli. The massive chamber is also blue, even the air has an indigo quality, perhaps from the strangely convoluted coils of smoke rising from the braziers of azure metal. Encompassed by the great chair is a man whose presence inspires awe, Tenser the Archmage. High above the City of Greyhawk, somewhere upon the lonely south coast of the Nyr Dyv, you and your...   [click here for more]
Wizards of the Coast  $4.99

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WG11 Puppets (2e)

WG11 Puppets (2e)


First, you find yourselves in the Gnarley Wood, fending off minions of the evil leprechaun who dwells there. Coming through this episode with flying colors, you continue to the Free City of Dyvers, where there has been a rash of break-ins at several inns. Who is responsible for these crimes? Evidence leads you to believe that a full-sized person can't have committed the burglaries-the apparent...   [click here for more]
Wizards of the Coast  $4.99

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WGR3 Rary the Traitor (2e)

WGR3 Rary the Traitor (2e)


"In the agonizing aftermath of the Greyhawk Wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil, and in the process slew two of the wisest and most powerful wizards of the Flanaess. Now, fleeing south with his...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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WGR5 Iuz the Evil (2e)

WGR5 Iuz the Evil (2e)


From his hideous throne in the wretched gloom of Dorakaa, Iuz the Old, Lord of Pain, stretches his bony hand across the Flanaess. Since the signing of the Pact of Greyhawk, his empire of tyranny and suffering is secure - at least for a time. None of the lands of good and hope are strong enough to threaten him. Iuz surveys his domain and cackles gleefully. He has added much to his holdings, but he is...   [click here for more]
Wizards of the Coast  $4.99

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AC11 The Book of Wondrous Inventions (Basic)

AC11 The Book of Wondrous Inventions (Basic)


Have you ever wondered why, in a world full of magic, there are no enchanted labor-saving devices? Few magical modes of transportation? No bespelled byproducts of the inventor's art? Wonder no more! They are all here, in this latest compendium from the wizard's lair:The Book of wondrous Inventions! The Book of Wondrous Inventions is useable with both the D&D and the AD&D game systems. Each...   [click here for more]
Wizards of the Coast  $4.99

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EX1 Dungeonland (1e)

EX1 Dungeonland (1e)


As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was...   [click here for more]
Wizards of the Coast  $5.50 $4.99

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EX2 The Land Behind the Magic Mirror (1e)

EX2 The Land Behind the Magic Mirror (1e)


Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by...   [click here for more]
Wizards of the Coast  $5.50 $4.99

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T1 The Village of Hommlet (1e)

T1 The Village of Hommlet (1e)


The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters....   [click here for more]
Wizards of the Coast  $4.99

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WG8 Fate of Istus (1e/2e)

WG8 Fate of Istus (1e/2e)


This collection of linked adventures takes characters from the Bandit Kingdoms to Furyondy to the Wild Coast, with stops in some of Greyhawks most exciting locales. But don't be fooled: This is more than just a travelogue. A dread plague has struck the world of Greyhawk, and the adventurers must travel the length and breadth of the land seeking an explanation and a cure. This is no ordinary plague,...   [click here for more]
Wizards of the Coast  $10.95 $4.99

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Return to the Tomb of Horrors (2e)

Return to the Tomb of Horrors (2e)


The nightmare of Acererak's tomb once again hungers for life! Imagine a place of unspeakable evil. It was built upon hopelessness and filled with unending terror and pain. This loathsome place shattered the life of everyone who ventured near. But through tremendous sacrifice and heroism, over the course of many years, it was finally gutted and its foul creator destroyed. Now...   [click here for more]
Wizards of the Coast  $29.95 $9.99

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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]
Wizards of the Coast  $4.99

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WG9 Gargoyle (1e/2e)

WG9 Gargoyle (1e/2e)


Ever seen a gargoyle without its wings? It's a pretty funny sight. But don't laugh out loud in front of them-they don't think it's all that hilarious? Gargoyle is an adventure set in the world of Greyhawk, the longest running of TSR's game worlds for the Advanced Dungeons & Dragons game. A pair of gargoyles wake up on morning to find their wings missing, and contact the players...   [click here for more]
Wizards of the Coast  $4.99

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FA2 Nightmare Keep (2e)

FA2 Nightmare Keep (2e)


What your players say a the start of Nightmare Keep: "Oh, look, an underground labyrinth filled with treasure. No one who's gone in ever came out alive. Gosh, we\'ve never seen that before, oh no." (Stifled yawn.) What they say early on in Nightmare Keep: "Hold it! What's going on? Oh, yacccch! We're getting out! This way, this way! What's that? Oh, no!" Halfway through Nightmare...   [click here for more]
Wizards of the Coast  $9.95 $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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Player's Option - Combat & Tactics (2e)

Player's Option - Combat & Tactics (2e)


Tired of your fighter doing nothing but trading swings with monsters? Are your dungeon denizens' tactics getting a little too routine? Need help setting up that siege of the evil overlord's castle? Then this is the book for you. This exciting expansion to the AD&D game contains rules and systems that will make your battles more vibrant and realistic. There are new rules covering critical hits,...   [click here for more]
Wizards of the Coast  $20.00 $9.99

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PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic)

PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic)


The King of the Fairies rules a magical world of mischief, intrigue, danger, and adventure rivaling anything the human world can offer. From brownies, leprechauns, pixies, and sprites to pookas and even centaurs, all creatures of the enchanted woodlands reveal their secrets for the first time. Product History PC1: "Tall Tales of the Wee Folk" (1989), by John Nephew, is...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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I13 Adventure Pack I (1e)

I13 Adventure Pack I (1e)


DMs, do you wish you had more time to put together fresh, innovative adventures for your players? Have you ever been stuck for a new plot line, but been unwilling to delve into the reading and preparation required by full-length modules? Here is a AD&D game accessory designed for the DM who wants variety and challenge for player characters. Adventure Pack I contains 12 short modules, each a...   [click here for more]
Wizards of the Coast  $12.00 $4.99

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S3 Expedition to the Barrier Peaks (1e)

S3 Expedition to the Barrier Peaks (1e)


The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within...   [click here for more]
Wizards of the Coast  $4.99

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IM3 The Best of Intentions (Basic)

IM3 The Best of Intentions (Basic)


Prime Plane immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing?Mazikeen. Your mission as novice Temporals, should you choose to accept it, is to find Mazikeen, uncover his kidnaper, and bring him or her to a court of Immortal Justice. This entails...   [click here for more]
Wizards of the Coast  $4.99

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SJA4 Under the Dark Fist (2e)

SJA4 Under the Dark Fist (2e)


Few creatures inhabiting the realms of Greyspace, Krynnspace, and Realmspace know (or even dream) of each other's existence. Fewer still understand the celestial bonds they secretly share. As the worlds of men and elves, dwarves and dragons are about to discover, no less than twelve unknown spheres stand poised for wars. . . a war as unexpected as it will be devastating! Twelve spheres against...   [click here for more]
Wizards of the Coast  $9.95 $4.99

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FR5 The Savage Frontier (1e)

FR5 The Savage Frontier (1e)


North of Waterdeep, the land is cold, vast, and forbidding. The Trackless Sea stretches northward for what seems like forever, interrupted only by the occasional island and, eventually, the ice. On land, towns and villages flourish right up to the Spine of the World Mountains. It takes a special kind of person to live up here, a determined person used to hardship, a survivor—one with a great...   [click here for more]
Wizards of the Coast  $7.95 $5.00

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Dungeon Survival Guide (3.x)

Dungeon Survival Guide (3.x)


This lavishly illustrated guide explores the fantastic dungeons of the fictional D&D world, from the perilous Tomb of Horrors to the Sunless Citadel and the Lost Caverns of Tsojcanth. Aimed at the novice dungeoneer, this book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and...   [click here for more]
Wizards of the Coast  $19.95 $7.99

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HAWK & MOOR - Book 1 - Deluxe Edition - The Dragon Rises

HAWK & MOOR - Book 1 - Deluxe Edition - The Dragon Rises


Lake Geneva, 1972. Gygax. Arneson. Come experience the Golden Age ... THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons®, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design. Two very different men, David Lance Arneson and Ernest Gary Gygax,...   [click here for more]
Kent David Kelly  Pay What You Want

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HAWK & MOOR - Book 2 - Deluxe Edition - The Dungeons Deep

HAWK & MOOR - Book 2 - Deluxe Edition - The Dungeons Deep


THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons®, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design. Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one...   [click here for more]
Kent David Kelly  $4.99

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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]
Wizards of the Coast  $4.99

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I12 Egg of the Phoenix (1e)

I12 Egg of the Phoenix (1e)


"Come on," they said. "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of—no, that's...   [click here for more]
Wizards of the Coast  $12.00 $4.95

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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]
Wizards of the Coast  $4.99

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UK3 The Gauntlet (1e)

UK3 The Gauntlet (1e)


Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside? Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea. This is not a pretty problem...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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OD&D Supplement III: Eldritch Wizardry (0e)

OD&D Supplement III: Eldritch Wizardry (0e)


The book you now hold in your hand represents new dimensions to an already fascinating game system. This is the third supplement to DUNGEONS & DRAGONS, and was produced as a result of an ever increasing demand for new material. This book also represents a new trend in the fine art of Dungeon Mastering. As originally conceived, D & D was limited in scope only by the imagination and devotion...   [click here for more]
Wizards of the Coast  $4.99

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Die Vecna Die! (2e)

Die Vecna Die! (2e)


The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.   To stop him, heroes must face horrors never dreamed...   [click here for more]
Wizards of the Coast  $24.95 $9.99

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Tomb of Horrors Revised (3.5)

Tomb of Horrors Revised (3.5)


Get ready for some classic adventuring in the Tomb of Horrors by downloading this v.3.5 revision of the classic Tomb of Horrors adventure by Gary Gygax, and see how well your PCs survive! The legend of the tomb is an old story with many parts, some of which may be lost or obscured. Characters attempting to glean special information by consulting sages or through legend...   [click here for more]
Wizards of the Coast  $0.99

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White Plume Mountain Revised (3.5)

White Plume Mountain Revised (3.5)


White Plume Mountain, the new revised adventure by Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt, recasts the three famous weapons Blackrazor, Wave, and Whelm as legacy weapons and presents Lawrence Schick's entire dungeon fully revised and updated for D&D V.3.5. So if you've been looking for a classic adventure that you can use with the newest rules, download...   [click here for more]
Wizards of the Coast  $0.99

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S1-4: Dungeons of Dread (1e)

S1-4: Dungeons of Dread (1e)


Dungeons of Dread is a collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art. S1: Tomb of Horrors: In the far reaches of the world, under a lost and...   [click here for more]
Wizards of the Coast  $39.95 $9.99

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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]
Wizards of the Coast  $4.99

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DMGR5 Creative Campaigning (2e)

DMGR5 Creative Campaigning (2e)


DM: "OK, you're all sitting in the tavern when..." Players: "Oh no, not another tavern scenario! We're tired of those! We want something different!" If this sounds like your latest gaming session, Creative Campaigning can help: This book is loaded with ideas and suggestions that will make even the most jaded players sit up and pay attention....   [click here for more]
Wizards of the Coast  $15.00 $7.99

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AC10 Bestiary of Dragons & Giants (Basic)

AC10 Bestiary of Dragons & Giants (Basic)


Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything...   [click here for more]
Wizards of the Coast  $4.99

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OP1 Tales of the Outer Planes (1e)

OP1 Tales of the Outer Planes (1e)


Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary... way out of the ordinary... Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual...   [click here for more]
Wizards of the Coast  $9.99

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N4 Treasure Hunt (1e)

N4 Treasure Hunt (1e)


Marooned on a barren isle? The Island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. It's destruction was so complete that even the location of the island was lost and forgotten. Despite rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again Until now. Through a cruel twist of fate,...   [click here for more]
Wizards of the Coast  $8.00 $5.00

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L2 The Assassin's Knot (1e)

L2 The Assassin's Knot (1e)


"If you want someone murdered, go to Garrotten" is a common saying in Restenford. The small, peaceful town of Garrotten is rumored to be the headquarters of a deadly band of assassins. Perhaps there is nothing to this talk. Perhaps it is true. There has never been any reason to find out. Until now. The Baron of Restenford is dead. The first day following his death, Restenford was...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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X1 The Isle of Dread (Basic)

X1 The Isle of Dread (Basic)


Hundreds of miles from the mainland, surrounded by dangerous waters, lies an island known only as the Isle of Dread. Dark jungles and treacherous swamps await those who are brave enough to travel inland in search of the lost plateau, where the ruins of a once mighty civilization hold many treasures - and many secrets! The Isle of Dread is the first in a series of adventures for use with...   [click here for more]
Wizards of the Coast  $5.50 $4.99

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B4 The Lost City (Basic)

B4 The Lost City (Basic)


Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventures inside and ancient pyramid ruled by a strange race of masked beings. This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the Dungeons & Dragons Basic game. It also includes enough information to continue...   [click here for more]
Wizards of the Coast  $4.99

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M2 Vengeance of Alphaks (Basic)

M2 Vengeance of Alphaks (Basic)


Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now he seeks revenge against the human race. The violtile region of Norwold, a perennial battleground between Thyatis and Alphatia, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are...   [click here for more]
Wizards of the Coast  $4.99

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OD&D Supplement II: Blackmoor (0e)

OD&D Supplement II: Blackmoor (0e)


Caution! This is the second supplement to the highly addictive game Dungeons & Dragons. Handle it at your own risk. Even a brief perusal can infect the reader with the desire to do heroic deeds, cast mighty magical spells, and seek to wrest treasure from hideous monsters. The most insidious factor, however, is the secondary nature of this work. Any reader who becomes infected from this work will...   [click here for more]
Wizards of the Coast  $4.99

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