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Top 100 Products
This is a listing of products ranked by copies sold divided by days on sale.
01.Shadows in the Dark: Mekhet

Shadows in the Dark: Mekhet
by White Wolf

The Mekhet Clan Book for Vampire: The Requiem™ Unnoticed and silent, they watch. Their eyes have seen a thousand secrets, and yours are no exception. They are the Shadows that dwell among the Kindred, and everyone knows that the darkness has eyes in the Danse Macabre. Seek their wisdom under cover of night, and discover what awaits the wise and the patient. A Clan book for Vampire:...   [click here for more]
02.GM Mastery: NPC Essentials

GM Mastery: NPC Essentials
by RoleplayingTips.com

Award-Winning Book Reveals How To Create Incredible NPCs That'll Surprise The Pants Off Your Players "This product is far and away one of the best purchases I have made on RPGNOW." - Christopher S. Get this collection of tips, techniques and aids to find out how to inject life and personality into your NPCs. NPC Essentials show you how to design, roleplay and manage...   [click here for more]
03.Microscope

Microscope
by Lame Mage Productions

Winner Most Innovative New Product, 2011 Gaming Genius Awards Finalist RPG of the Year, 2011 Golden Geek Awards What is Microscope? Humanity spreads to the stars and forges a galactic civilization...   Fledgling nations arise from the ruins of the empire...   An ancient line of dragon-kings dies out as magic...   [click here for more]
04.GM Mastery: Inns & Taverns Essentials

GM Mastery: Inns & Taverns Essentials
by RoleplayingTips.com

The best guide for designing story-filled locations Where do the PCs go when they enter town? Inns, taverns and restaurants of course! But after dozens of such encounters in your games, these places have lost their novelty and excitement. It's time to shake things up. Make it impossible for your players to take the table in the back corner by designing a round tower tavern. Tired of characters doing...   [click here for more]
05.Savage Worlds SciFi Weapons Cards

Savage Worlds SciFi Weapons Cards
by DramaScape

Savage Worlds SciFi Weapons Cards 49 new SciFi Weapons for your Game. If you buy the printed cards make sure you tick the Watermarked pdf and cards as you will then get the PDF free. The cards are US Poker-Size 2.5" x 3.5" with rounded corners, double sided, UV coated, you...   [click here for more]
06.Roleplaying Tips Omnibus #1

Roleplaying Tips Omnibus #1
by RoleplayingTips.com

Level up your GMing with 131 pages of GM tips and advice. Roleplaying Tips is a weekly newsletter hitting inboxes since 1999 focused on actionable tips and techniques for tabletop game masters. And now you can take Roleplaying Tips with you wherever you go, whether it's to the game table or the bathroom! In Roleplaying Tips Omnibus #1 you get the complied issues #626-629, plus an exclusive article...   [click here for more]
07.Roleplaying Tips Omnibus #2

Roleplaying Tips Omnibus #2
by RoleplayingTips.com

Level up your GMing with 118 pages of unique GM tips and advice. Roleplaying Tips is a weekly newsletter for game masters hitting inboxes since 1999. It's focused on actionable tips and techniques for tabletop GMs. In this great omnibus are issues #630-633, plus an exclusive article previously only released to Patrons. Some of what's in this issue: How to master initiative...   [click here for more]
08.Roleplaying Tips Omnibus #3

Roleplaying Tips Omnibus #3
by RoleplayingTips.com

Level up your GMing with 151 pages of unique GM tips and advice. Roleplaying Tips is a weekly newsletter hitting inboxes since 1999 focused on actionable tips and techniques for tabletop game masters. In this omnibus are the complied issues RPT#634-638, plus a bonus article about a cool underground magic item market: The Bale Ghoul Bazaar. Some of what's in this issue: How...   [click here for more]
09.Ravenloft Player's Handbook (3.5)

Ravenloft Player's Handbook (3.5)
by Wizards of the Coast

Step into the Darkness Within the darkness, terror reigns. Vampires rule the night. Shapeshifters howl beneath the gibbous moon. Ancient evil and new-made ghosts and ghouls prey upon a populace ruled by fear. Yet within the darkness glows a light - a few brave souls who stand against the evil. Have you the courage to join their struggle? Gothic Adventure in the Domain of Dread The Ravenloft Player's...   [click here for more]
10.Ravenloft (3.0)

Ravenloft (3.0)
by Wizards of the Coast

A Domain of Dread A night of eternal terror. A world ruled by fear and horror. Vampires who rule the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft. A World of Gothic Adventure The Ravenloft setting takes one of the classic roleplaying...   [click here for more]
11.White Wolf Magazine #49

White Wolf Magazine #49
by White Wolf

Included in this Issue: Howling at the Moon - Tery Amthor of Metropolis discussed gays in roleplaying last issue. This issue presents responses from people in the industry. Beyond the Parents Basement - Chris W. McCubbin defines freedom. Where do you stand: Appreciator or frother? While you're thinking about it, Chris is hiding his fake Spock ears. The Care and Feeding of a City Campaign - Since...   [click here for more]
12.Forgotten Realms Campaign Set (1e)

Forgotten Realms Campaign Set (1e)
by Wizards of the Coast

The Forgotten Realms Campaign Set ESD contains two books and four maps. Two of the maps are drawn to provide a general overview of the Realms, running from the Moonshae Isles in the west to the land of Thay in the east, and from the Spine of the World Mountains in the north to the Jungles of Chult in the south. The other two maps are detailed blow-ups of sections of the former maps, covering that...   [click here for more]
13.MC11 Monstrous Compendium Forgotten Realms Appendix (2e)

MC11 Monstrous Compendium Forgotten Realms Appendix (2e)
by Wizards of the Coast

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]
14.PG2 Player's Guide to the Forgotten Realms Campaign (2e)

PG2 Player's Guide to the Forgotten Realms Campaign (2e)
by Wizards of the Coast

There are many parallel worlds, and in times past, travel was easy between them. But those ways are now lost. Those worlds are forgotten. Or are they? Welcome to the Forgotten Realms. this volume, brimming with the newly rediscovered facts and original fiction, introduces you to the best-selling world of Faer?n, where elves are mysteriously disappearing, and magic is an art gifted by a goddess....   [click here for more]
15.H1 Bloodstone Pass (1e)

H1 Bloodstone Pass (1e)
by Wizards of the Coast

This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless,...   [click here for more]
16.H4 The Throne of Bloodstone (1e)

H4 The Throne of Bloodstone (1e)
by Wizards of the Coast

The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King\'s power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the source of Vaasa\'s power. All you have to do is journey to the Abyss, confront the mightiest demon...   [click here for more]
17.FR6 Dreams of the Red Wizards (1e)

FR6 Dreams of the Red Wizards (1e)
by Wizards of the Coast

The Red Wizards of Thay, as cruel and horrible as they are powerful, they have ruled their eastern realm for as long as any sage can remember. They can be powerful allies, or deadly enemies. The Red Wizards know the darkest secrets of the strongest magic, and will sell their skills to the highest bidder. Thay is a land of slavers and tyrants, of intrigue and murder, of danger and opportunity. In...   [click here for more]
18.FRC1 Ruins of Adventure (1e)

FRC1 Ruins of Adventure (1e)
by Wizards of the Coast

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David...   [click here for more]
19.REF5 Lords of Darkness (1e)

REF5 Lords of Darkness (1e)
by Wizards of the Coast

The Undead. Denied the eternal rest of Death, cursed to wander the many planes and worlds forever, their very existence a mockery of life they constantly crave yet cannot have. Created by the foulest of magics, they have only one thought, on burning goal: revenge against the living. Or do they? Lords of Darkness is an anthology of short adventures set in various locations in the Forgotten Realms,...   [click here for more]
20.FR7: Hall of Heroes (1e/2e)

FR7: Hall of Heroes (1e/2e)
by Wizards of the Coast

The Forgotten Realms fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a tale of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R. A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the Forgotten Realms fantasy world). Until...   [click here for more]
21.LC2: Inside Ravens Bluff, The Living City (2e)

LC2: Inside Ravens Bluff, The Living City (2e)
by Wizards of the Coast

Continue your tour of the Ravens Bluff campaign setting, the brightest spot on the Dragon Reach. Meet Jack Mooney, proprietor, manager, and ringmaster of the Realms' largest circus. Lucky visitors receive invitations to ourParty on Embassy Row, where intrigue and high society collide. Visit Lord Mayor Charles Oliver O'Kane's study for a quick peek at Elminster's notes on Ravens Bluff and environs....   [click here for more]
22.LC4: Port of Ravens Bluff, The Living City (2e)

LC4: Port of Ravens Bluff, The Living City (2e)
by Wizards of the Coast

Ahoy maties! Cast off for adventure with the members of the RPGA Network. Get to know one of the busiest ports of the Sea of Fallen Stars, where adventure awaits on land, at sea, and below the waves. Pirates, honest sailors, smugglers, fishermen, and water creatures rub shoulders with stalwart adventurers bent on exploring the ships in the harbor, businesses on the waterfront, and a few mysteries...   [click here for more]
23.FRM1: The Jungles of Chult (2e)

FRM1: The Jungles of Chult (2e)
by Wizards of the Coast

Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream! Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk th streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith....   [click here for more]
24.FRS1 The Dalelands (2e)

FRS1 The Dalelands (2e)
by Wizards of the Coast

Between Cormyr and the Moonsea lie the beautiful forests and fields of the Dalelands, home to some of the most powerful characters and exciting adventures in the Heartlands. Proud and free, these scattered realms stand against the dark evil of Zhentil Keep and the savage raiders of the mountains and forests. Ancient magic lies buried in dangerous ruins within the vast Elven Woods, waiting for the hand...   [click here for more]
25.TM4: The City of Waterdeep Trail Map (2e)

TM4: The City of Waterdeep Trail Map (2e)
by Wizards of the Coast

A fantasy city can be a vast, sprawling, mazelike place. Main streets turn into blind alleys. Thriving markets adjoin crime-infested slums. The wise traveler avoids problems by consulting his Trail Map. TM4 maps out not only the grand city of Waterdeep, but also other cities featured in the Avatar trilogy: Shadowdale, fabled home of Elminster the Sage, and Tantras, a bustling port on the Dragon...   [click here for more]
26.Heroes' Lorebook (2e)

Heroes' Lorebook (2e)
by Wizards of the Coast

They are the stuff legends are made of. In fact, they are legends. The major characters who have fought -- and in some cases died -- for the sake of goodness and justice in all parts of the Forgotten Realms campaign world are chronicled for posterity in Heroes' Lorebook, a 160-page compendium of the heroes whose exploits have filled dozens of novels over the past decade. Inside you'll find updated...   [click here for more]
27.Dungeon Master's Options: High-Level Campaigns

Dungeon Master's Options: High-Level Campaigns
by Wizards of the Coast

What's a DM to do when the player characters in his campaign become so powerful that nothing in the 'world is a challenge for them anymore? Just what are the essential ingredients in an adventure geared toward high-level play? Here is a trove of advice and new rules for every AD&D game Dungeon Master who wishes to create adventures for truly legendary heroes. Find everything you need to create...   [click here for more]
28.DMGR8: Sages & Specialists (2e)

DMGR8: Sages & Specialists (2e)
by Wizards of the Coast

In the dangerous, fast-paced world of adventuring, knowledge means survival. In a age of legends, even the greatest heroes need technical advisors. Inside Sages & Specialists you'll find ten new NPC specialist classes--from apothecary to seer, from engineer to scribe--each with his own special talents and insights. In addition, this book contains a host of new rules that directly affect the...   [click here for more]
29.MC8 Monstrous Compendium Outer Planes Appendix (2e)

MC8 Monstrous Compendium Outer Planes Appendix (2e)
by Wizards of the Coast

Welcome to the Monstrous Compendium volume that finally details the powerful creatures unique to the outer planes. These denizens of the planes can be powerful allies or terrible enemies. From aasimon to zoveri, and everything between, this supplement is a must have for any DM planning to run an adventure in the outer planes. Product History MC8: "Monstrous Compendium...   [click here for more]
30.MC14 Monstrous Compendium Fiend Folio Appendix (2e)

MC14 Monstrous Compendium Fiend Folio Appendix (2e)
by Wizards of the Coast

Look to your weapons! Here comes a horde of the strangest creatures ever to inhabit the worlds of the AD&D game. The denizens of the original FIEND FOLIO tome are back, updated and expanded for the AD&D 2nd edition game. Treat yourself to an in-depth look at the peculiar achaierai, vicious stilt-legged birds that roam the infernal planes - and they also hunt closer to civilization. Find out...   [click here for more]
31.Battlesystem Miniatures Rules (2e)

Battlesystem Miniatures Rules (2e)
by Wizards of the Coast

This book, a full-scale revision and expansion of the rules in the original Battlesystem Fantasy Combat Supplement, gives you all the information you need to set up and play battles with miniature figures. These rules can be used without the AD&D game books, but you can also convert characters and creatures from an AD&D game campaign and use them in Battlesystem scenarios. Lavishly illustrated...   [click here for more]
32.Time of the Dragon (2e)

Time of the Dragon (2e)
by Wizards of the Coast

When the true gods punished Istar by wreaking the Cataclysm on Krynn, a shower of meteors pounded the continent of Ansalon. Halfway around the world, a similar continent was shattered by a single, enormous meteor. Thousands of square miles of land disappeared beneath a smoking sea of magma, which boiled up from beneath the planet's crust. Mountain ranges were toppled, rivers changed course, and weather...   [click here for more]
33.Tales of the Lance (2e)

Tales of the Lance (2e)
by Wizards of the Coast

Dragons - once they were mere legends'stories told to frighten children. Now, they are living nightmares. From Draconian patrols on the streets of port Balifor to the haunted depths of the Blood Sea, the dragons have returned to Krynn. Enter the ravaged land of Ansalon, a land forsaken by gods, beset by fell beasts, and championed by desperate heroes. Enter the Age of Dragons. The world of Krynn...   [click here for more]
34.Dwarven Kingdoms of Krynn (2e)

Dwarven Kingdoms of Krynn (2e)
by Wizards of the Coast

At last, the secrets of the dwarves revealed! The two booklets contained in this set hold information that has never before been collected in one place. Songs of the Loremaster, for players to read, chronicles the history of the dwarven race on Krynn, from their first appearance on the planet's surface to their withdrawal following the Cataclysm. A World in Stonepresents each kingdom...   [click here for more]
35.MC4 Monstrous Compendium Dragonlance Appendix (2e)

MC4 Monstrous Compendium Dragonlance Appendix (2e)
by Wizards of the Coast

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"...   [click here for more]
36.PG1 Player's Guide to the Dragonlance Campaign (2e)

PG1 Player's Guide to the Dragonlance Campaign (2e)
by Wizards of the Coast

If you have been intrigued by the Dragonlance setting, but have felt intimidated by the sheer amount of information it comprises, this is the book for you. This book will not baffle you with "game jargon." It presents the world of Krynn in a manner you are sure to find entertaining and informative. Through a combination of original fiction and long-established fact, you will discover...   [click here for more]
37.AC10 Bestiary of Dragons & Giants (Basic)

AC10 Bestiary of Dragons & Giants (Basic)
by Wizards of the Coast

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]
38.AC11 The Book of Wondrous Inventions (Basic)

AC11 The Book of Wondrous Inventions (Basic)
by Wizards of the Coast

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]
39.PC2 Creature Crucible: Top Ballista (Basic)

PC2 Creature Crucible: Top Ballista (Basic)
by Wizards of the Coast

Blue Fox, scramble. Red Dragon at 5 o'clock! The Realms of the Sky belongs to Serraine, the incredible Flying City of the gnomes. They know no borders, and fear no monsters. From the far reaches of Alphatia to the mysterious lands of Arypt, their neverending quest is for the magical fuel.that will keep them flying! Top Ballista describes the City of Serraine and its facetious inhabitants....   [click here for more]
40.HWR3 The Milenian Empire (Basic)

HWR3 The Milenian Empire (Basic)
by Wizards of the Coast

Imperial Intrigue! Once a great people in the Known World, the Milenians now administer a mighty Empire in the Hollow World. Loosely inspired by classical Greece, this is a nation of philosophers, oracles, architects, and mighty pikemen in a strange land where Citizens elect their own leaders, and ultimately the Emperor himself. A society as political as Milienia cannot avoid intrigue,...   [click here for more]
41.PC1 Creature Crucible: Tall Tales of the Wee Folk (Basic)

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

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]
42.HWA3 Hollow World: Nightstorm (Basic)

HWA3 Hollow World: Nightstorm (Basic)
by Wizards of the Coast

Third Adventure in the Blood Brethren Trilogy. To find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean to the land of the Shahjapur, where moguls hunt tigers, untouchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution...   [click here for more]
43.MC2 Monstrous Compendium Volume Two (2e)

MC2 Monstrous Compendium Volume Two (2e)
by Wizards of the Coast

The other half of the core monsters for AD&D 2e, originally released as looseleaf sheets to fit in the original Monstrous Compendium binder. Product History MC2: Monstrous Compendium Volume Two (1989) is the second monster manual for AD&D 2e. It was published in August 1989. Moving Toward AD&D 2e. During the AD&D 1e era (1977-1989),...   [click here for more]
44.GAZ6 The Dwarves of Rockhome (Basic)

GAZ6 The Dwarves of Rockhome (Basic)
by Wizards of the Coast

Dwarves have a reputation that is both good and bad. On the good side, they are known as loyal, hard-working, dependable, and fierce defenders of their homes. On the other side, they are condsidered...well, a little dull. No longer. The Dwarves of Rockhome, the latest Gazetteer for the DUNGEONS & DRAGONS games system, gives you a complete, in-depth look at a vibrant, living, anything-but-dull...   [click here for more]
45.REF3: The Book of Lairs (1e)

REF3: The Book of Lairs (1e)
by Wizards of the Coast

DM's how many times have you told your players, " Well, you walked for five days, saw some trees and a few animals, and now you are at the dungeon"? You would like to create more challenging encounters, but who has the time to develop all those mini-adventures that make journeys so exciting? The Book of Lairs is the first in a series of ground breaking AD&D accessories. This book contains...   [click here for more]
46.REF4 The Book of Lairs II (1e)

REF4 The Book of Lairs II (1e)
by Wizards of the Coast

This is the second in a series of ground-breaking AD&D accessories. Within these pages are nearly 70 fully developed adventures that can be inserted into any campaign. They are ready-to-play challenges for all levels of characters. DMs need not spend long hours creating diversions for their players?we've done it for you. If you have The Book of Lairs, you already know what you'll find herein....   [click here for more]
47.The Rogues Gallery (1e)

The Rogues Gallery (1e)
by Wizards of the Coast

No longer will you the Dungeon Master need to spend precious time laboring over the task of generating non-player characters. This valuable booklet contains hundreds of pre-rolled non-player characters of all classes and types, complete with alignments, sex, personalities and much more. The Rogues Gallery is specially designed to be compatible with Advanced Dungeons & Dragons. It will save...   [click here for more]
48.A3 Assault on the Aerie of the Slave Lords (1e)

A3 Assault on the Aerie of the Slave Lords (1e)
by Wizards of the Coast

Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons...   [click here for more]
49.A4 In the Dungeons of the Slave Lords (1e)

A4 In the Dungeons of the Slave Lords (1e)
by Wizards of the Coast

Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module was originally used for the final round of the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the culmination of four related tournament modules....   [click here for more]
50.D2 Shrine of the Kuo-Toa (1e)

D2 Shrine of the Kuo-Toa (1e)
by Wizards of the Coast

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them. This module contains background information, a large-scale referee's map with...   [click here for more]
51.H2 The Mines of Bloodstone (1e)

H2 The Mines of Bloodstone (1e)
by Wizards of the Coast

The most deadly dungeon ever designed! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town...   [click here for more]
52.H3 The Bloodstone Wars (1e)

H3 The Bloodstone Wars (1e)
by Wizards of the Coast

What strange role does Orcus, Prince of the Undead, play in the invasion of peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors?wealth...   [click here for more]
53.S2 White Plume Mountain (1e)

S2 White Plume Mountain (1e)
by Wizards of the Coast

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]
54.S3 Expedition to the Barrier Peaks (1e)

S3 Expedition to the Barrier Peaks (1e)
by Wizards of the Coast

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]
55.XSOLO Lathan's Gold (Basic)

XSOLO Lathan's Gold (Basic)
by Wizards of the Coast

Kidnapped! The cursed Baron von Hendriks has kidnapped your betrothed. Now the madman wants as a ransom your Alandah's weight in unrefined gold! How are you going to pay? The baron himself has been kind enough to provide you with that answer: streams of raw gold gush from a burning mountain somewhere in the Sea of Dread. All you have to do is find this mysterious mountain. Unfurl the sails! The3...   [click here for more]
56.BSOLO Ghost of Lion Castle (Basic)

BSOLO Ghost of Lion Castle (Basic)
by Wizards of the Coast

"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those...   [click here for more]
57.X9 The Savage Coast (Basic)

X9 The Savage Coast (Basic)
by Wizards of the Coast

What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold...   [click here for more]
58.M2 Vengeance of Alphaks (Basic)

M2 Vengeance of Alphaks (Basic)
by Wizards of the Coast

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]
59.DA1 Adventures in Blackmoor (Basic)

DA1 Adventures in Blackmoor (Basic)
by Wizards of the Coast

On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian...   [click here for more]
60.M3 Twilight Calling (Basic)

M3 Twilight Calling (Basic)
by Wizards of the Coast

Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alphaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa,...   [click here for more]
61.DA3 City of the Gods (Basic)

DA3 City of the Gods (Basic)
by Wizards of the Coast

New Magic? That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders. There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog,...   [click here for more]
62.DA4 The Duchy of Ten (Basic)

DA4 The Duchy of Ten (Basic)
by Wizards of the Coast

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh,...   [click here for more]
63.IM3 The Best of Intentions (Basic)

IM3 The Best of Intentions (Basic)
by Wizards of the Coast

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]
64.M5 Talons of Night (Basic)

M5 Talons of Night (Basic)
by Wizards of the Coast

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in this area for years past. However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is...   [click here for more]
65.X13 Crown of Ancient Glory (Basic)

X13 Crown of Ancient Glory (Basic)
by Wizards of the Coast

All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture,...   [click here for more]
66.DDA4 The Dymrak Dread (Basic)

DDA4 The Dymrak Dread (Basic)
by Wizards of the Coast

Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil bad of raiders? Eager to prove yourselves as new adventures and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest--a place that has captivated your interest for years, a place where few have dared...   [click here for more]
67.PC3 Creature Crucible: The Sea People (Basic)

PC3 Creature Crucible: The Sea People (Basic)
by Wizards of the Coast

. . . And you thought you knew everything about the good, old D&D game world! The Sea of Dread is home to not one, but several aquatic nations. There, underneath the surface, lie mysterious caverns, submerged cities never explored by surface folk, shipwrecked remnants of historic naval battles, and countless frightening guardians of the deep. Discover the power of the Kna, meet the kind...   [click here for more]
68.DDA1 Arena of Thyatis (Basic)

DDA1 Arena of Thyatis (Basic)
by Wizards of the Coast

It's Party Time in Thyatis. . . And simply everyone is going to the magnificent Villa Osteroplus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be...   [click here for more]
69.HWA1 Nightwail (Basic)

HWA1 Nightwail (Basic)
by Wizards of the Coast

Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it a rescue mission into the Broken Lands turns much stranger. Much more serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan....   [click here for more]
70.HWA2 Nightrage (Basic)

HWA2 Nightrage (Basic)
by Wizards of the Coast

Snakes fly, stones walk, and colossal monsters burrow in the world's crust?do these omens foretell catastrophe? Perhaps so, for now the dark elves walk in the sunlight, wearing armor that turns the sharpest blades and strongest spells. They are poised to conquer the fabulous Hollow World. But what is the armor? How does its creation involve the ancient, mile-long Great Annelids, as well as those...   [click here for more]
71.HWR1 Sons of Azca (Basic)

HWR1 Sons of Azca (Basic)
by Wizards of the Coast

Heart of Darkness In the Hollow World, one civilization above all others is known as the fiercest, most dangerous race, to be avoided as much as possible: the Azcans. Are they truly cannibals, given to performing sacrifices as entertainment? Is their architecture really some of the most extraordinary in all the Hollow World? Is there any truth to the rumor that there is some connection...   [click here for more]
72.Assault on Raven's Ruin (Basic)

Assault on Raven's Ruin (Basic)
by Wizards of the Coast

In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine...   [click here for more]
73.Thunder Rift (Basic)

Thunder Rift (Basic)
by Wizards of the Coast

CALLING ALL BEGINNER DUNGEON MASTERS AND PLAYERS: IT'S TIME TO LEARN WHAT LIES BEYOND THE DUNGEON! THE GREAT CANYON OF THUNDER RIFT IS FILLED WITH ADVENTURE Now that you've had a taste of treasure hunting, are you ready to discover the road to and from adventure? Enter Thunder Rift and you'll find the excitement that lies outside the dungeon. From the Plunging Cataract Falls to the Keep of the Black...   [click here for more]
74.HWQ1 The Milenian Scepter (Basic)

HWQ1 The Milenian Scepter (Basic)
by Wizards of the Coast

CIVIL WAR Unrest. Turmoil. Rebellion. As above, so below - the cataclysmic events of the Wrath of the Immortals echo throughout the HOLLOW WORLD setting. The Milenian Empire, with its classical Greek culture, has not escaped. Already the streets are unsafe, and the omens are getting worse... The emperor is dead...long live the emperor! But is the new emperor a man of the people, or a tool in the...   [click here for more]
75.The Knight of Newts (Basic)

The Knight of Newts (Basic)
by Wizards of the Coast

Centuries ago in the Black Swamp, Castle Kraal was a well-respected keep. Its warriors defended the folk of Thunder Rift from the marauding bands of ogres and goblins who swarmed to attack from the Horned Hills. And then one day the keep and all of its warriors vanished, never to be seen again. Now, all these years later, historians are still trying to find the answers to the disappearance of Castle...   [click here for more]
76.Rage of the Rakasta (Basic)

Rage of the Rakasta (Basic)
by Wizards of the Coast

Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played...   [click here for more]
77.XS2 Thunderdelve Mountain (Basic)

XS2 Thunderdelve Mountain (Basic)
by Wizards of the Coast

The ancient dwarven kingdom of wonder and fable is no more! Only the tales of it's grandeur remain to entertain the children, or so you thought. Then you met Nimron. Distraught and desperate, you alone can pass the gates sealed so long ago. Within are the lairs of bandits, cutthroats, and worse. The evil that destroyed the dwarven home - the Halls of Paradise - is awakened again. Into this horror...   [click here for more]
78.Quest for the Silver Sword (Basic)

Quest for the Silver Sword (Basic)
by Wizards of the Coast

Evil magic is afoot! On what should be the hottest day of the year, snow blankets the tiny village of Torlynn. The winter weather wreaks its havoc week after week, and the people of Torlynn are forced to abandon their homes. Only a few hardy souls remain in the village, one being Burgomaster Gustovan. So far the burgomaster's plans to save his town have failed, and now he has but one chance left...   [click here for more]
79.Sword and Shield (Basic)

Sword and Shield (Basic)
by Wizards of the Coast

HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going...   [click here for more]
80.D&D Companion Set (BECMI Ed.) (Basic)

D&D Companion Set (BECMI Ed.) (Basic)
by Wizards of the Coast

This is the third boxed set of the Dungeons & Dragons game series. The first, the D&D Basic Set, introduced the game and explained the rules for 1st-3rd level characters. In the D&D Expert Set, character levels 4-14 were detailed, along with notes on the fantasy world in which the characters live. If you started with a 1st character, and have enjoyed the wilderness expansion of Expert...   [click here for more]
81.D&D Immortals Set (BECMI ed.) (Basic)

D&D Immortals Set (BECMI ed.) (Basic)
by Wizards of the Coast

Ever wonder what happens to powerful heroes after their adventures legendary, and they have passed in to the realms beyond? Now you can find out with the D&D Immortals Set. The Player's Guide to Immortals lays out the basic information needed to convert you mortal player characters to Immortal status. It also explains new game mechanics, as are many aspects of the character's new existence. ...   [click here for more]
82.D&D Master Set (BECMI ed.) (Basic)

D&D Master Set (BECMI ed.) (Basic)
by Wizards of the Coast

At last, the cycle is complete. Players and Dungeon Masters alike may experience the wonder of reaching for the ultimate levels of mortal might with the D&D Master Set. In the Basic Set you learned to crawl through dungeons and defeat the minions of evil. In the Expert Set you set out on wanderings through the wilderness. In the Companion Set you climbed to the pinnacle of success and founded...   [click here for more]
83.Hollow World Campaign Setting (Basic)

Hollow World Campaign Setting (Basic)
by Wizards of the Coast

THE KNOWN WORLD: IT ISN'T FLAT, BUT IT IS HOLLOW. Within the sphere of the Know World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons-devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying,...   [click here for more]
84.OD&D Supplement II: Blackmoor (0e)

OD&D Supplement II: Blackmoor (0e)
by Wizards of the Coast

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]
85.AC4 The Book of Marvelous Magic (Basic/1e)

AC4 The Book of Marvelous Magic (Basic/1e)
by Wizards of the Coast

"Tell me, teacher?How does one open the cabinet of security? Of what use is the banner of bravery? And what are the limits of the sun deck? My books and scrolls tell me nothing about many of the magical treasures I've heard you mention time and again." "No, Phaedras, your manuscripts are too general. But since you have inquired, I will allow you to peruse this, one of my most treasured...   [click here for more]
86.OD&D Supplement I: Greyhawk (0e)

OD&D Supplement I: Greyhawk (0e)
by Wizards of the Coast

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

OD&D Supplement III: Eldritch Wizardry (0e)
by Wizards of the Coast

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]
88.OD&D Supplement IV: Gods, Demi-gods & Heroes (0e)

OD&D Supplement IV: Gods, Demi-gods & Heroes (0e)
by Wizards of the Coast

Well, here it is: the last D&D supplement. It is with a strange mixture of sadness and relief that I tell you this. My first assignment, fresh out of college, was BLACKMOOR. I came to regard it with a mixture of love and loathing, that has gradually seen the love win out. The loathing grew out of the educational trip that it was for me. They don't teach you in college what to do when the press...   [click here for more]
89.SJS1 Goblin's Return (2e)

SJS1 Goblin's Return (2e)
by Wizards of the Coast

Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter...   [click here for more]
90.Kara-Tur: The Eastern Realms (1e)

Kara-Tur: The Eastern Realms (1e)
by Wizards of the Coast

This box contains everything AD&D game players and DM's need to establish an exciting Oriental Adventures campaign! Kara-Tur, world of eastern mystery, is on the far side of the planet from the Forgotten Realms Campaign setting, but the two cultures interact only if you want them to! This is the "official" campaign setting for the Oriental Adventures rulebook. Kara-Tur has everything...   [click here for more]
91.Champions of Mystara: Heroes of the Princess Ark (Basic)

Champions of Mystara: Heroes of the Princess Ark (Basic)
by Wizards of the Coast

Two maps are of select area of Mystara (Sind and the Serpent Peninsula, far to the west of the KW) and two are of the Princess Ark. The eight cardstock plates have various skyships detailed on them. The "Heroes of the Princess Ark" book summarizes the Dragon Magazine serial, "Voyage of the Princess Ark", and gives information about the skyship, its crew, and campaigns based...   [click here for more]
92.WG8 Fate of Istus (1e/2e)

WG8 Fate of Istus (1e/2e)
by Wizards of the Coast

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]
93.Den of Thieves (2e)

Den of Thieves (2e)
by Wizards of the Coast

Watch your back! Who stalks the fog-shrouded alleys of the night? Who rules where the City Watch fears to tread? Enter the secret organized underground of thieves, pickpockets, cat burglars, upright men, and kingpins. This 96-page book includes eye-opening details about thieves' guilds, a complete underworld organization, new adventures, and magical items. Also included is a full-color poster...   [click here for more]
94.WG5: Mordenkainen's Fantastic Adventure (1e)

WG5: Mordenkainen's Fantastic Adventure (1e)
by Wizards of the Coast

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]
95.The Magic Encyclopedia Volume I (2e)

The Magic Encyclopedia Volume I (2e)
by Wizards of the Coast

To an adventurer, the most prized treasure of all is magic. Open this book and you will find a concise listing of every enchanted item ever invented for the D&D fantasy role playing game. Volume One runs from Abacus to Goblet. The listing includes an experience point value and a gold piece sale value for each item. At last, you'll know exactly what every bauble in any hoard is really worth. No...   [click here for more]
96.Greyhawk Wars (2e)

Greyhawk Wars (2e)
by Wizards of the Coast

From the mad Malachite throne in Rauxes to the bejeweled city of Chendl in Furyondy, the Flanaess is at war! In the east, Overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses humanoids and fiends in the northwest. And the Scarlet Brotherhood in the south hangs over all the Flanaess,...   [click here for more]
97.The Magic Encyclopedia Volume II (2e)

The Magic Encyclopedia Volume II (2e)
by Wizards of the Coast

Did you ever wonder what a phylactery is? Do you know what the difference between a cloak and a robe is? The Magic Encyclopedia answers these questions with succinct definitions of every type of item found in a magical treasure hoard, and every definition has an illustration. The list of definitions in Volume Two runs from Goggle to Zwieback, and completes the list begun in Volume One. The listing...   [click here for more]
98.MC5 Monstrous Compendium Greyhawk Adventures Appendix (2e)

MC5 Monstrous Compendium Greyhawk Adventures Appendix (2e)
by Wizards of the Coast

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]
99.WG10 Child's Play (2e)

WG10 Child's Play (2e)
by Wizards of the Coast

This action-packed adventure module is especially designed to give beginning Dungeon Masters and players help in learning the AD&D game system. But don't be fooled by the title! The adventure is far from easy - in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt! Filled with surprises and excitement, the adventure is still easy to referee...   [click here for more]
100.WG11 Puppets (2e)

WG11 Puppets (2e)
by Wizards of the Coast

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]
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