From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World.
Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From... [click here for more]
Terror in the Land of Mists In the year 351 of the Barovian calendar, Strahd von Zarovich made a pact with Death - a pact that sealed his fate and created a land of nightmares known as Ravenloft. Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is... [click here for more]
Designed for use by Dungeon Masters and players alike, Champions of the Mists greatly expand upon the role of heroes on the Demiplane of Dread. Inside are many exciting new options:
More than a dozen new characters kits ( such as guardians, Knights of the Shadows, and psychics) designed to give new and existing Ravenloft heroes a flavor all their own.
Complete game statistics for many characters... [click here for more]
You have found the ideal all-in-one playing aid for your favorite game with the AD&D Game Priest's Player Pack. Inside your Player Pack is the information you need to play your chosen class of character - the priest - will skill and finesse, and a gathering of playing aids selected by TSR game designers as the items both experienced and beginning gamers find most useful. ... [click here for more]
You ve found the ideal all-in-one playing aid for your favourite game with the AD&D Game Wizard's Player Pack. Inside your Player Pack is the information you need to play your chosen class of characters ? the wizard ? with skill and finesse, and a gathering of playing aids selected by TSR game designers as the items both experienced and beginning gamers find most useful. ... [click here for more]
From Waterdeep to Thay, from the Great Glacier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious—anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the Dalelands... [click here for more]