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 Hottest Titles from Wizards of the Coast
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A Paladin in Hell (2e)

A Paladin in Hell (2e)


Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important...   [click here for more]
Wizards of the Coast  $4.99

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Dead Gods (2e)

Dead Gods (2e)


Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. Dead Gods is a 176...   [click here for more]
Wizards of the Coast  $12.99

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Elminster's Ecologies (2e)

Elminster's Ecologies (2e)


"The world is vast and varied, comprising towering mountains, dense jungles, and sprawling seas. There are regions so cold that their snow never melts, others so hot that their rain turns to steam as it touches the ground. "It is this variety of environments that accounts for the variety of life. In my travels I have noted 73 distinct types of pine trees?I estimate the number of fishes at well over...   [click here for more]
Wizards of the Coast  $9.99

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Faction War (2e)

Faction War (2e)


SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers...   [click here for more]
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Glantri: Kingdom of Magic (2e)

Glantri: Kingdom of Magic (2e)


New ways of wizardry - yours to command! There's something unique about a land where wizards rule. Marvels abound. Glamour tantalizes. Dangers await, cloaked in illusion. Whether a hero chooses to wield magic or steel, conjuring up adventure becomes as easy as a walk through the rolling hills of Nouvelle Averoigne - or one of the other dozen principalities that make up this remarkable land....   [click here for more]
Wizards of the Coast  $7.99

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Hellbound - The Blood War (2e)

Hellbound - The Blood War (2e)


Since before mortals drew breath, the cunning baatezu and the fiery tanar'ri have struggled furiously to batter each other out of existence. The prize in their devastating war of annihilation: the Lower Planes. 'Course, when two unstoppable armies of evil collide, the tremors might leave the entire multiverse a smoking ruin. And woe be to any berk who stands against them - or simply gets in their way....   [click here for more]
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Tales from the Infinite Staircase (2e)

Tales from the Infinite Staircase (2e)


An anthology of eight separate but linked adventures, Tales from the Infinite Staircase takes adventurers to exotic locales throughout the planes. A crossover product meant to be usable with the FORGOTTEN REALMS, this is a great introduction to PLANESCAPE for players unfamiliar with the setting. Product History Tales From the Infinite Staircase (1998) is that rarest of beasts:...   [click here for more]
Wizards of the Coast  $12.99

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The Great Modron March (2e)

The Great Modron March (2e)


THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS!   On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move...   [click here for more]
Wizards of the Coast  $12.99

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The Inner Planes (2e)

The Inner Planes (2e)


Beyond the Prime's infinite crystal spheres, beyond the endless realms of the Outer Planes, lies the absolute reality of the Inner Planes. The cornerstone planes of Air, Earth, Fire, and Water are the most well-know Inner Planes, but they're only the beginning. From the deadly purity of the Positive and Negative Energy Planes to the unbearable filth of the Plane of Ooze to the eternal storm of the...   [click here for more]
Wizards of the Coast  $14.99

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Vecna Reborn (2e)

Vecna Reborn (2e)


From the depths of antiquity, he arises. . . . Trapped in a mockery of his former kingdom, he broods. . . . In hatred and spite against the one who betrayed him, he schemes. . . . The other lords of Ravenloft may possess horrific power. . . but Vecna is god. Trapped by the Mists of Ravenloft, the lich lord Vecna plots his escape and revenge against Kas the Destroyer, his traitorous former lieutenant....   [click here for more]
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Windriders of the Jagged Cliffs (2e)

Windriders of the Jagged Cliffs (2e)


And so I found myself learning about a folk that I had never heard described even in rumors. These halflings are an ancient people-in fact, they gave a new definition for "ancient." Their race is older than any other on Athas. They remember times before the Warbringer, before magic, and before the advent of the Way.  -The Wanderer's Journal To the west of Tyr, the proud strongholds of the...   [click here for more]
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The Planewalker's Handbook (2e)

The Planewalker's Handbook (2e)


The secret of survival ain't who you are, berk - it's what you know! -Planewalker adage Feeling overwhelmed by the infinite possibilities of the multiverse? Wondering how to roleplay a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Players Handbook...   [click here for more]
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S6 Labyrinth of Madness (2e)

S6 Labyrinth of Madness (2e)


Sinister, twisting images. Horrific nightmares lurking at the corners of the mind. But these tales of the Labyrinth of Madnessare only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live...   [click here for more]
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A Guide to the Astral Plane (2e)

A Guide to the Astral Plane (2e)


"So - why do they call it the silver void? Must mean there's nothin' there? Right?"      - Some clueless sod   Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the "Secrets" of the Silver Void that this book explains:...   [click here for more]
Wizards of the Coast  $9.99

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A Frigid Demise (3.0)

A Frigid Demise (3.0)


A new mini-module by Dungeon Master's Guide author Monte Cook introduces us to a wily white dragon named Charasta. Drop A Frigid Demise, into your new Forgotten Realms campaign in the North of Faerûn, or use it in any setting you like. Dragon encounters are traditionally time consuming and difficult to prepare, so save yourself some time time by picking up this challenging and complex...   [click here for more]
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A Hero's Tale (2e)

A Hero's Tale (2e)


Behind every great hero is a story - a tale of brave deeds, cunning plans, self-sacrifice, and bold fortitude in the face of overwhelming odds. A Hero's Tale is a collection of nine short adventures, each slightly more challenging than the one before and suitable for any campaign world. Use them for a change of pace between larger quests or to sidetrack the heroes during major missions. Each adventure...   [click here for more]
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A Question of Ethics (3.0)

A Question of Ethics (3.0)


Not all conflicts are straightforward. Not all decisions are easy. Two forces are at odds in this scenario, and neither is clearly good nor clearly evil. Drop this adventure from Dungeon Master's Guide author Monte Cook into your campaign and find out whom the player characters decide to aid -- or hinder. It's suitable for four 12th-level characters. Six months ago, an adventuring group that calls...   [click here for more]
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An Eye for an Eye (3.0)

An Eye for an Eye (3.0)


When your ire has been raised, when you have been wronged, when someone has crossed you too many times -- it's time to contact the Council of Wrath. This small but extremely efficient band specializes in vengeance. And woe to those who find them looking in their direction. The Council of Wrath is an organization of mercenaries that fulfills a need: revenge. Mainly made up of assassins,...   [click here for more]
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Black Rain (3.0)

Black Rain (3.0)


When the dreaded black rain falls, all those who revere deities or rely on them for power and protection cringe in fear. The black rain forms a wall between the mortal and the divine and thus, when it falls, clerics lose all ability to cast spells and work miracles. Only the foulest of villains would use this opportunity to strike against the near-helpless clerics of an otherwise powerful temple. When...   [click here for more]
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Caves of Shadow (3.0)

Caves of Shadow (3.0)


The Caves of Shadow game is only the beginning. In the DUNGEONS & DRAGONS Adventure Game, your heroes will carry more spells and magical weapons into battle against villainous creatures. The only limitations of the game is your imagination. For 3 or more players, age 13 and up. ...   [click here for more]
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Defenders of the Faith: A Guidebook to Clerics and Paladins (3e)

Defenders of the Faith: A Guidebook to Clerics and Paladins (3e)


Divine dedication powers these crusaders. This book spotlights the champions of deities in the D&D game, clerics and paladins. It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment More uses for turning checks, and new magic items and spells designed specially for clerics and paladins Information...   [click here for more]
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Dungeon Master's Guide (3.5)

Dungeon Master's Guide (3.5)


Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game. The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's...   [click here for more]
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Ghostwalk (3e)

Ghostwalk (3e)


The city of Manifest rests atop ruins from ancient times and far above the entrance to the land of the dead. Here, the world of the living is shared equally with the deceased, who linger in physical form before finally passing through the Veil. Whether currently living or dead, residents and visitors are assured of an eternity of action and intrigue. Ghostwalk contains everything needed to run a stand-alone...   [click here for more]
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Player's Handbook (3.5)

Player's Handbook (3.5)


Endless adventure and untold excitement await! Prepare to venture forth with your bold companions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game. The revised Player's Handbook is the definitive rulebook for the 3.5 edition of the Dungeons &...   [click here for more]
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Return to the Temple of Elemental Evil (3e)

Return to the Temple of Elemental Evil (3e)


Evil Never Dies   Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet.   Characters battle the power of darkness in Hommlet and beyond,...   [click here for more]
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Sword and Fist: A Guidebook to Fighters and Monks (3e)

Sword and Fist: A Guidebook to Fighters and Monks (3e)


Combat Isn't Everything - It's the Only Thing The masters of armed and unarmed combat, fighters and monks, come into their own in this book. It's packed with ways to customize fighter and monk characters, including: - New feats, prestige classes, weapons, and equipment. - Information about special organizations such as the Red Avengers and the Knight Protectors. - Maps of locations that fighters...   [click here for more]
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The Ministry of Winds (3.0)

The Ministry of Winds (3.0)


Deep in the heart of the city lies that strange edifice. Everyone knows about it or, that is to say, everyone knows it is there. No one ever really seems to have much more information about the granite structure, except that it has no windows or doors, and it is surrounded by swirling wind. Most people call it the Obelisk of the Winds. Tales are told of its secrets, but none of them seems to hold the...   [click here for more]
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The Tower of Deception (3.0)

The Tower of Deception (3.0)


You thought you were teleporting home, but instead you've landed in a githyanki's trap. May's free online adventure -- The Tower of Deception, by Monte Cook -- can be used as a challenging stand-alone Dungeons & Dragons scenario for four 9th-level characters, or DMs can insert it into their campaigns when their players least expect it! Monte, author of the Dungeon Master's Guide, drew inspiration...   [click here for more]
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Thicker Than Water (3.0)

Thicker Than Water (3.0)


Blood is thicker than water, as they say. But what happens when people use ties of blood to exploit others? You may run into this problem in Monte Cook's new miniadventure, Thicker Than Water. In this module suitable for four 12th-level characters, one PC discovers a distant relative seeking help to complete a prophecy. Of course, things are never that easy -- particularly if the...   [click here for more]
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