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Travel to exotic new worlds, see strange new life forms, and kill them... before they kill you!
Captain Harley set the ship down in the middle of the colony's main street. Somehow he managed not to land on any of the bodies.
I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio.
"Give it up, Stanley," Clinton said as she hefted... [click here for more] |
Wizards of the Coast |
$7.99
|
Into the Unknown Few people dare brave the unexplored mysteries of Gamma World™… but heroes do. New races, new monsters and new mysteries await those with the courage to face them. Undaunted by danger, heroes cross the changing lands and seas, bringing home knowledge and power for personal glory and the good of their own tribe. Gamma World Unfolds The Final... [click here for more] |
Wizards of the Coast |
$11.99
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Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip you characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the... [click here for more] |
Wizards of the Coast |
$9.99
|
New rules designed for running a d20 Modern campaign in a postapocalyptic setting.
This new rules supplement provides everything players and Gamemasters need to participate in adventures in a post-apocalyptic setting, including rules and designs for apocalyptic events, such as nuclear war, environmental disaster, alien invasion, or Armageddon. The book provides new rules for barter,... [click here for more] |
Wizards of the Coast |
$9.99
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This new rules supplement provides everything players and Gamemasters need to create and run campaigns featuring cybernetics in the post-modern realm of cyberpunk fiction. Building on the d20 Future cybernetic rules, d20 Cyberscape includes rules for installing cybernetics and playing cyborgs, as well as new advanced classes and enhancements. d20 Cyberscape also features... [click here for more] |
Wizards of the Coast |
$9.99
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All you see is not all there is.
Devious organisations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organisation called the Hoffman Institute, heroes explore hidden mysteries while eluding forces both human and alien that conspire to control the truth.
d20 Dark•Matter is... [click here for more] |
Wizards of the Coast |
$14.99
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High Tech Meets High Adventure
The future is what you make of it. With access to space travel, cybernetics, mutations, mecha, and more in d20 Future, heroes may battle across alien worlds, survive on postapocalyptic Earth, voyage to distant galaxies, and explore alternate dimensions. Charge your weapons and embark on never-ending adventure within the infinite possibilities of the... [click here for more] |
Wizards of the Coast |
$14.99
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Whoever Has the Most Stuff Wins!
The d20 Future Tech supplement describes a dazzling array of new gear and gadgets for use with d20 Future, built on d20 Modern rules.
Get the latest and greatest technology for heroes and villains of the future. In addition, there are new types of starships, robots, and mecha, along with expanded rules for combining character,... [click here for more] |
Wizards of the Coast |
$9.99
|
A new adventure and more monstrous mutants for your D&D Gamma World game!
The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented... [click here for more] |
Wizards of the Coast |
$14.99
|
The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy... [click here for more] |
Wizards of the Coast |
$14.99
|
Included in this package are a referee's screen and an eight-page mini-module, The Albuquerque Starport. The screen contains the combat, hazard, and reference tables used most often by referees and players , arranged to make this vital information easy to use. The mini-module is a complete GAMMA WORLD adventure, in which players discover and explore an Ancient starport buried in the desert sands.
Note: This... [click here for more] |
Wizards of the Coast |
$4.95
|
Included in this package are a referee's screen and an eight-page mini-module, The Albuquerque Starport. The screen contains the combat, hazard, and reference tables used most often by referees and players , arranged to make this vital information easy to use.
This GAMMA WORLD mini module is suitable for beginning and intermediate characters. The Albuquerque Starport has been designed to provide... [click here for more] |
Wizards of the Coast |
$4.99
|
Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor! Battle mutant monsters, rampaging robots, and the ultimate challenge of other Gamma Knights Choose a standard suit and srat play instantly or custom design a suit for maximum power. Designed to be both a fast playing boardgame and a supplement to the popular GAMMA WORLD science-fantasy role playing... [click here for more] |
Wizards of the Coast |
$4.99
|
An Ancient calling itself the Creator is rumored to rule the Frozen Land, an expanse of territory filled with rigid foothills, forests and plains. The Council of Haven has given you the task of finding this Creator—whoever and wherever he may be. This council is hopeful you can neutralize any influence he might have with General Timon's plans for war.
It is not an easy task, and the harsh conditions... [click here for more] |
Wizards of the Coast |
$4.99
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There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders. These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before... [click here for more] |
Wizards of the Coast |
$4.99
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Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. YOU are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must... [click here for more] |
Wizards of the Coast |
$4.99
|
"You must get the book... the key to survival... our people's only hope... Whitetip Sept... e'glee... northeast..."
Teligmano's whispered words are the only clue your desperate party has to save your people.
The fearsome Scarlet Knights of Genetic Purity have declared a campaign of terror against all mutants — humanoids and mutated animals!! Your bitter enemies, the Gray Rock tribe, have accused... [click here for more] |
Wizards of the Coast |
$4.99
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The first summons of the new season is called.
Your name is drawn—you join the expedition.
Your mission is to investigate rumors of a stockpile of ancient artifacts. Following a sketchy map, you cross the great river Twainway the day after leaving your settlement. Two days later, in unexplored wilderness, you encounter hostile nomad tribes. After finding traces of a lost expedition, you know you're... [click here for more] |
Wizards of the Coast |
$4.99
|
Mindkeep. The very name is mysterious. Why was it built? Who built it? What is its secret?
Your elite group of adventurers must find Mindkeep and learn its secret. Others have tried - and failed. The surrounding area is filled with mutations that are strange even for Gamma World. Could that be a clue as to Mindkeep's purpose? Or is it mere coincidence?
The trek is long and difficult, across... [click here for more] |
Wizards of the Coast |
$4.99
|
In the lands to the south, young people are disappearing daily. No one knows where they are being taken, or why. Rumors abound of a New Beast, a Nwayvo Beestya, and of hordes of nos'ferat which are terrorizing the humans and animals alike.
Also to the south is the Nameless City to which your group must travel, in search of relics of the Ancients. You are on a glory quest, one of the highest honors... [click here for more] |
Wizards of the Coast |
$4.99
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The Council of Haven is worried. The Desperate Lands have never been more dangerous than now. From there flow weapons to supply a brutal conspiracy of conquest—how can it be stopped? Haven's respected elder has disappeared into that perilous region—perhaps kidnapped by enemies?
Casting its shadow over all is the Pit of Despair at the heart of the Desperate Lands, for those who journey there are... [click here for more] |
Wizards of the Coast |
$4.99
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The quest of the Restorationists is nearing an end. Your party has been entrusted with finding the secrets of the Sky Chariot of the Ancients, and returning the information (and anything else) to them.
However easy that may sound, there are always complications. General Timon, who has made quite a name for himself in these parts, is negotiating with the King of the Mountain—he wants an alliance.... [click here for more] |
Wizards of the Coast |
$7.99
|
Within Bonparr, the Ranks of the Fit rule supreme. Outside Bonparr, the Ranks will soon rule! Bonparr is one of the mightiest empires in the heartland. It is ruled by the powerful cryptic alliance, the Ranks of the Fit, a paramilitary organization of mutated animals. Tied together by a network of ancient roads and held by force of arms, Bonparr is a well-regulated state in a sea... [click here for more] |
Wizards of the Coast |
$9.99
|
Secreted away in his hideout, the Mutant Master makes his plans. ”Fellow New Men!“ he cries out to the crowd before him. A roar of approval rises before he can continue. ”We have bided our time, waiting for the opportunity to move forward into a new and glorious day. We have tolerated the scorn and derision of lesser races, knowing that one day, we would reign supreme!” Another roar engulfs... [click here for more] |
Wizards of the Coast |
$4.99
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Three-hundred years after the end of civilization, the creatures are running the zoo. Home to a bewildering array of talking, intelligent creatures, the ZOO has turned into a melting pot of political intrigue, assassination, and homicide. The factions bicker end battle over territory, food, water, and power. Here in the zoo, humans are the outsiders. But when player characters enter the scene, they... [click here for more] |
Wizards of the Coast |
$4.99
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The fate of Bonparr hangs in the balance? and the key to the past is within reach! Characters are drafted into the army of Bonparr for a special mission to investigate the stories of a terrifying war machine that is devastating the lands to the west. Not only must this formidable machine be defeated, but the PCs must discover its origin and the reason behind its rampage. In fact, that may be the... [click here for more] |
Wizards of the Coast |
$4.99
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Prepare to be boarded! Here are still more new, inventive, dangerous, and entertaining creatures and races for your SPELLJAMMER campaign setting! There are giant undead insects, star gypsies, space plants, and much, much more awaiting your stellar travelers in these pages. Elven war-beasts, giant space turtles, orcish death-creatures, and other beings of the phlogiston, crystal spheres, and wildspace... [click here for more] |
Wizards of the Coast |
$4.99
|
Super Science Unleashed
The warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose... for good or evil.
What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This book lays it all out, along with new rules... [click here for more] |
Wizards of the Coast |
$11.99
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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 |
$6.99
|
On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop... [click here for more] |
Wizards of the Coast |
$4.99
|
Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space. Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not... [click here for more] |
Wizards of the Coast |
$4.99
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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 |
$4.99
|
Who among you who have dared to enter the starry deeps has not heard of the dark, drifting derelicts of earlier spacefarers? The silent, menacing lairs of monsters that may hide great treasures for those bold enough to explore them? And what space captain plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one?
Product History
SJR1: "Lost... [click here for more] |
Wizards of the Coast |
$4.99
|
Groundlings have no idea, but any spelljamming adventurer worth his salt knows the universe is huge! Let Practical Planetology open new possibilities for your AD&D SPELLJAMMER campaign. Herein find fifteen unique planets, exotic and mysterious, ripe for plunder or other less profitable adventures. Weigh anchor at the air world Alabeth, and float with marooned elves atop their massive holbags.... [click here for more] |
Wizards of the Coast |
$4.99
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Welcome to the city of twilight, the city of thieves, the city among the stars. Founded by pirates, Bral is now a prosperous city of rogues and merchants, adrift in the vast realms of Wildspace. Its docks are crowded with graceful ships, its streets are teeming with intrigue and adventure, and its population includes shining heroes and dark villains. The Rock of Bral is a haven for any adventurer with... [click here for more] |
Wizards of the Coast |
$4.99
|
Although Oerth is the dominant world in Greyspace, it is definitely not the only cradle of life in this system. Worlds such as Kule, Borka, and Edill have their own civilizations. Each has its own secrets to entice and threaten explorers courageous enough to brave the perils of Wildspace. This book details the dragons of Edill, the undead of Gnibile, the humanoids of Borka, and many others. It describes... [click here for more] |
Wizards of the Coast |
$4.99
|
For centuries, the intelligent races of Krynn have looked upward, toward the moons, planets, star, and the bery crystal sphere of Krynnpace. They have looked up and wondered, and gone back to their planetbound lives. Meanwhile, on other worlds in other spheres, spelljamming ships have begun to venture into the Void; they have encountered vast evil--and vast wealth--in the trackless reaches of wildspace.... [click here for more] |
Wizards of the Coast |
$4.99
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STRANDED!
You're trapped on the outer reaches of a frozen, desolate moonscape. Your parabatteries are dead, and your Stamina is at a new low. Suddenly, a flock of winged rippers swoops down out of the cold, starry sky. You reach for your Laser Rifle. But wait! You're out of ammo! Way to go, Flash.
You forgot to use your character record sheets.
The new Star Frontiers® Character... [click here for more] |
Wizards of the Coast |
FREE
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The adventure is explosive...
Volturnus: a barren, hostile world. When a pirate attack stranded your party of adventurers here, your luck and skill, and the help of the Ul-Mor enabled you to survive.
The Kurabanda, a mysterious tree dwelling race, are your only hope of finding the lost explorers you seek. On this planet of mystery and danger, survival itself is doubtful. Are you equal to the challenge... [click here for more] |
Wizards of the Coast |
$4.99
|
Two weeks to save the world...
Since you crash-landed here, Volturnus has been a planet of constant surprise and peril. You defeated the Star Devil's pirates and made contact with four intelligent races native to the planet. Your adventures with them made clear that these alien races would be valuable members of the UPF—if they manage to survive.
The vicious Sathar are on their way to Volturnus... [click here for more] |
Wizards of the Coast |
$4.99
|
Starmist! A new planet, discovered by a Vrusk merchant ship. A planet whose surface is a frozen waste crossed by giant canyons, kilometers deep. In those canyons are air, water, life and above all, mystery.
After an emergency landing on Starmist, Maximillian Malligigg, Second Officer of the VSS Centispeed, stumbled on a puzzling clue. While his fellow crewmen repaired the drive on their ship, Max... [click here for more] |
Wizards of the Coast |
$4.99
|
You press against the steel hatchway as the explorer bounds up the river bank, out of the water. Over the roar of the engines comes the unmistakable whine of a high-performance groundcar. Quickly, you scan the horizon. At first the plain appears empty. Then you see them.
"Bandits at 11 o'clock. Three of them!" you shout into your chronocom. Instantly, the driver slams the heavy explorer into reverse,... [click here for more] |
Wizards of the Coast |
$4.99
|
After decades of research, the University of Zebulon has published the first volume of its long-awaited guide to the worlds, beings, and technology of the Frontier.
Compiled herein is the latest information on recently discovered races, star systems, worlds, and technology. Several unusual races have been encountered on the edges of the ever-expanding Frontier. These races are fully described and... [click here for more] |
Wizards of the Coast |
$4.99
|
"Venturi is a gas giant - a huge ball of gas that tried to be a star, but never quite made it. Now it just moans and grumbles and throws out magnetic storms once in a while. The atmosphere would suffocate you except that you'd probably freeze first, or be torn apart by the thousand kilometer an hour winds. You can't even land there because it hasn't got a surface, not unless you count an ocean of... [click here for more] |
Wizards of the Coast |
$4.99
|
"Today, the distinguished scientist and philanthropist Dr. Jack Legrange received the Fulborn-McCoy price in recognition of his pioneering work in the field of bioengineering.
"The ceremony, held before an invited audience of renowned academics, however, was not without a whiff of scandal. Reliable sources close to the Awards Committee hinted to journalists that 'undue influence' had been brought... [click here for more] |
Wizards of the Coast |
$4.99
|
Dramune! A system of conflict at the edge of the frontier. It's two life-bearing planets stand poised on opposite sides of an uneasy peace. Only the thin leash on one planet's democratic idealism prevents interplanetary war.
Far across the galazy, a dying captain carries an explosive secret. In his battered but swift freighter he hides a curious cargo. A cargo that will snap the leash preserving Dramune's... [click here for more] |
Wizards of the Coast |
$4.99
|
Sitting in a burned out clearing, the survey ship Eleanor Moraes looks just like she did 45 hours ago. But now, most of her crew lies positioned in the thick alien brush around the clearing—silent and unseen. They're tough and resourceful—experts in their fields.
Onboard is the first officer, a skilled and determined Star Law Ranger—also a ruthless mutineer. He alone controls the ship's laser... [click here for more] |
Wizards of the Coast |
$4.99
|
Years have passed since the end of the Sathar Wars, but skirmishes with Sathar raiders and infiltrators have continued. However, there has never been an opportunity to learn much about this wily and elusive foe — until now.
Courageous volunteers are needed to carry the fight against the Sathar to the very edge of the unknown. The prize is a major Sathar base and, perhaps, a live prisoner. However,... [click here for more] |
Wizards of the Coast |
$4.99
|
As far as you know, no one has ever before captured an intact Sathar spaceship. You had one (until it blew itself up), and that makes you valuable property where the UPF is concerned.
Clues from that Sathar ship hint that the Sathar have a base in the FS 30 system, an unexplored star system just beyond the Frontier sector. The UPF want it checked out, and wants your group to do the checking.
The... [click here for more] |
Wizards of the Coast |
$4.99
|
The starship Omicron, the pride of the Pan Galactic Corporation, disappeared years ago on its first voyage. Recently the ship was found drifting in space, the passengers and crew killed by a strange and virulent disease. The ship was decontaminated, refueled, and made ready for operations. The PGC has hired eight adventurers to "babysit" the Omicron on her voyage back to a Corporation starport.... [click here for more] |
Wizards of the Coast |
FREE
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