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Top 100 Products
01.The Great Rift

The Great Rift
by Mongoose

The Last Great Unknown in Charted Space Only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar...   [click here for more]
02.TRUDVANG CHRONICLES: Player’s Handbook

TRUDVANG CHRONICLES: Player’s Handbook
by RiotMinds

TRUDVANG CHRONICLES Player's Handbook The Player’s Handbook for Trudvang Chronicles includes the rules and inspiration for players to create and play with their characters in the Trudvang universe. The book is the essential reference for all players and contain rules for character creation, skills, holy powers, magic and much more. Players Handbook is the book dedicated...   [click here for more]
03.TRUDVANG CHRONICLES: Jorgi's Bestiary

TRUDVANG CHRONICLES: Jorgi's Bestiary
by RiotMinds

TRUDVANG CHRONICLES Jorgi's Bestiary Jorgi’s Bestiary presents more than 50 creatures and beasts for the Trudvang universe, including dragons, giants, undead and a number of truly unique and exceptional monsters for the Game Master to use in adventures and campaign play. It is a rich tome of monsters, illustrated and designed for Trudvang Chronicles with in-depth descriptions...   [click here for more]
04.High Guard

High Guard
by Mongoose

Welcome to High Guard. This book is a major expansion to the Traveller roleplaying game, enabling you to design, build and fly spacecraft of all types found throughout the galaxy. You will find rules to modify existing ships, design high performance space superiority flyers, and construct the largest capital ships to travel the space lanes. High Guard also presents new approaches...   [click here for more]
05.TRUDVANG CHRONICLES: Game Master’s Guide

TRUDVANG CHRONICLES: Game Master’s Guide
by RiotMinds

TRUDVANG CHRONICLES Game Master's Guide The Game Master’s Guide is the book to inspire and weave adventures and campaigns in the world of Trudvang, and also the core rules for the Game Master to run the game, including the following chapters: ✦ Overview of the world and the game ✦ Campaign play ✦ Combat ✦ Damage ✦ Fear ✦ Equipment ✦ Bestiary Shapeshifters,...   [click here for more]
06.Supplement 5-6: Vehicle Handbook

Supplement 5-6: Vehicle Handbook
by Mongoose

Completely rewritten with an all new flexible and easy to get to grips with design system, the Vehicle Handbook is a central resource for the Traveller RPG. As well as providing details of every vehicle published for the Traveller RPG, along with many new designs, the Vehicle Handbook also contains a complete construction system allowing you to build any vehicle in any setting, from a simple bicycle...   [click here for more]
07.Supplement 4: Central Supply Catalogue

Supplement 4: Central Supply Catalogue
by Mongoose

Once your ship is fully kitted out, it is time to bring your character up to spec. The Central Supply Catalogue advertises all manner of unique items that no self-respecting Traveller should be without. Whether you are looking for a new set of wheels, a more powerful gun, sophisticated bugging equipment or the finest in evening wear, this book has it all. Neatly divided into easy to find sections,...   [click here for more]
08.Night Horrors: Enemy Action

Night Horrors: Enemy Action
by Onyx Path Publishing

"Fighting the Machine is like fighting the ocean. You literally cannot hurt it. Doesn’t matter how much poison we dump into the ocean. We’ll only kill the things in it. We’ll never kill it. Same with the God-Machine. Kill angels, traitors, stigmatics, cultists, cryptids, whatever, you’ll never hurt the Machine Itself. No, that doesn’t mean we stop trying. You stop...   [click here for more]
09.Chronicles of Darkness

Chronicles of Darkness
by Onyx Path Publishing

Keep walking. Eyes straight ahead. Don’t look back. In the shadows and between the cracks of our everyday lives hide the Chronicles of Darkness. Here lurk creatures of ancient myth and urban legend. Here lie the graves of angels and the bunkers of secret government programs. Here every malformed horror you’ve ever seen out of the corner...   [click here for more]
10.Vampire: The Requiem

Vampire: The Requiem
by White Wolf

Welcome to the Danse Macabre Since time immemorial, the Kindred — vampires — have stalked their prey, unseen by the mortal masses. Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the...   [click here for more]
11.1879 RPG London or The Haunted City

1879 RPG London or The Haunted City
by FASA

London's calling – collect! This volume describes the London of 1879's alternate history in massive detail. From the gambling dens and brothels of the East End, to the manufactories along the Thames, to the elegant shops of the high street and the fashionable residences of the West End, the great metropolis is laid out ready for exploration and adventure. The inner workings of...   [click here for more]
12.Starports

Starports
by Mongoose

The Starport is the central base of operations for many Traveller adventures - but each one is far more than a collection of refuelling points and patron display boards. Every starport in the galaxy is a living, breathing place, and this supplement will make your adventures stand out by making starports real locations. Packed with information on what facilities, characters, and businesses can be...   [click here for more]
13.Supplement 11: Animal Encounters

Supplement 11: Animal Encounters
by Mongoose

Once players start venturing out from the safety of civilisation and into the wilderness, they will be confronted with all manner of exotic and strange fauna. From deadly predators that will stalk a heavily armed party for weeks before making their lethal ambush, to harmless furballs that make for good pets, Animal Encounters will allow a referee to create new creatures to populate his worlds, each...   [click here for more]
14.Mage: The Awakening

Mage: The Awakening
by White Wolf

ENnie Nominee Best Writing The Power to Remake the World In an age long gone, mortals dethroned the gods and seized the heavens for their own. And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthright - the power of magic. If they cannot claim the heavens, they will make their own kingdoms...   [click here for more]
15.TRUDVANG CHRONICLES: Wildheart

TRUDVANG CHRONICLES: Wildheart
by RiotMinds

TRUDVANG CHRONICLES Game Master's Guide The adventure Wildheart is the story of an enchanted forest that was once good, but got the taste of dragon blood and became dark and evil. Anyone can enter the forest, but no one leaves without paying a great tribute. It is a tale about old forgotten places, mysterious encounters, trolls and lindwurms – not to mention the first encounter...   [click here for more]
16.New World of Darkness Rulebook (1st Edition)

New World of Darkness Rulebook (1st Edition)
by White Wolf

Note: The new World of Darkness game line is now called Chronicles of Darkness, get the new core rule book from Onyx Path Publishing here at DriveThruRPG.com. Where the Shadows Grow Long We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the...   [click here for more]
17.Symbaroum - Core Rulebook

Symbaroum - Core Rulebook
by Jarnringen

“Twilight falls, Davokar darkens.” The goblin Fenya sounded calm, despite the flock of violings that swarmed eagerly around them – the nasty birds could predict bloodshed, they all knew that. Kvarek felt the sweat on his palms threaten his grip on the spear and shouted over his shoulder: “Magdala, faster!” The witch didn’t answer, lost as she was to the sinister...   [click here for more]
18.Spheres of Power: Hero Lab Files

Spheres of Power: Hero Lab Files
by Drop Dead Studios

*These Files require the Ultimate Magic and Advanced Player's Guide packages to function correctly. This product is for the Hero Lab files alone. The PDF can be found here: /product/129448/Spheres-of-Power There is also a bundle for both located here: /product/178827/Spheres-of-Power-PDF-Hero-Lab-BUNDLE Spheres of Power is a completely new magic system for the Pathfinder RPG and other D20...   [click here for more]
19.Nightbane® Role-Playing Game

Nightbane® Role-Playing Game
by Palladium Books

Nightbane® RPG A complete role-playing game of discovery, power, horror and conspiracy. The Nightbane® R.C.C. enables gamers to play supernatural shape-changers. Beings who can appear completely human, but are really superhuman creatures from the twilight dimension known as the Nightlands™. Nightbane creation tables — each Nightbane looks...   [click here for more]
20.Great Rift Adventure 3: Flatlined

Great Rift Adventure 3: Flatlined
by Mongoose

The term ‘flatlined’ is a common figure of speech in Charted Space. It typically refers to electronic equipment that has been disabled or broken. A person can also jokingly be referred to as flatlined if they are extremely tired or drunk, or just committed some serious social gaffe. Less pleasantly, the term is also used for a medical patient whose vital signs have ceased to register....   [click here for more]
21.Great Rift Adventure 2: Deepnight Endeavour

Great Rift Adventure 2: Deepnight Endeavour
by Mongoose

A terrifying struggle against a truly alien force in the depths of the Great Rift… Great Rift Adventure 2: Deepnight Endeavour takes place aboard a derelict exploration vessel which the Travellers must enter to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet....   [click here for more]
22.Marches Adventure 2: Mission to Mithril

Marches Adventure 2: Mission to Mithril
by Mongoose

This adventure takes place on the world of Mithril, a cold, low-population frontier world. The Travellers land at Mithril’s rudimentary starport, only to find their vessel disabled and the base strangely empty. As the Travellers explore, they discover there may be survivors of whatever happened at the port. A distant distress beacon is detected, but reaching it requires an overland trek. Having...   [click here for more]
23.Nightbane® World Book 1: Between the Shadows™

Nightbane® World Book 1: Between the Shadows™
by Palladium Books

Nightbane® World Book 1: Between the Shadows™ Between the Shadows explores three mysterious worlds. The first is the world of espionage, spies, duplicity and secrets as practiced by an organization known as Spook Squad — ex-CIA, FBI, DEA, and other operatives, soldiers in a war against the supernatural. The Astral Plane, an endless expanse of swirling,...   [click here for more]
24.Nightbane® World Book 4: Shadows of Light

Nightbane® World Book 4: Shadows of Light
by Palladium Books

A Sourcebook for the Nightbane RPG The Nightlords' hold ove the Earth Tightens, but other forces of evil and darkness lurk in the shadows waiting to usurp their power and claim the Earth for themselves. Meanwhile the Nightbane, Nocturnes, Lightbringers and new champions of light continue to oppose the Nightlords and all shades of evil. The setting is the city of Pittsburgh, but all the new character...   [click here for more]
25.HeroQuest Glorantha

HeroQuest Glorantha
by Chaosium

A Marvelous Roleplaying System The book includes everything you need to have to start a campaign in Glorantha: basic overview of the setting; character creation; magic rules for spirit magic, rune magic, sorcery, and Lunar magic; seven complete cult write ups; heroquesting rules and explanations; monster descriptions; themes of Glorantha; and even an introductory adventure that will take your...   [click here for more]
26.Shadowrun: Shadows in Focus: Morocco

Shadowrun: Shadows in Focus: Morocco
by Catalyst Game Labs

A Dream of Shadows What do you want from a nation you’re going to run in? How about a place with access to cutting-edge technology while also retaining a firm footing in old traditions? How about a population focused on cutting deals and making things happen? How about a system of government that can be appallingly harsh but also, when they can be made to see the benefits,...   [click here for more]
27.Marches Adventure 1: High and Dry

Marches Adventure 1: High and Dry
by Mongoose

In High and Dry the Travellers are given a ship in which they can explore the galaxy for the rest of the campaign – the only catch is that they have to find it first. Travelling to the quiet world of Walston, the Travellers will have to engage with the locals, locate their ship and repair it before they can return home. However, the ship has been left in the crater of a volcano, and...   [click here for more]
28.Great Rift Adventure 1: Islands in the Rift

Great Rift Adventure 1: Islands in the Rift
by Mongoose

In Great Rift Adventure 1: Islands in the Rift, the Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely...   [click here for more]
29.2300AD: Hard Suits, Combat Walkers and Battlesuits

2300AD: Hard Suits, Combat Walkers and Battlesuits
by Mongoose

This new supplement for 2300AD expands the roles of combat walkers, hard suits and battlesuits, introducing new designs ready to take to the stars. Battlesuits are clam-shell-style unpowered armour (sometimes with assistive exoskeletons), while hard suits are humanoid suits of powered combat armour with enhanced capabilities. Combat walkers are the large but lightweight, non-humanoid walking vehicles....   [click here for more]
30.Gigas Monstrum Book 1

Gigas Monstrum Book 1
by Solace Games

Within this tome is a wide assortment of monsters for use in any d100 game. Converting many monsters from the d20 system, the Gigas Monstrum uses many of those epic creatures and turns them into grueling combatants, specifically for use in the Eternity Realms setting. Take your brave adventurers and take on the horrors within. Adventure awaits! ...   [click here for more]
31.Gigas Monstrum: Book II

Gigas Monstrum: Book II
by Solace Games

The second volume in a large array of monsters for use in the Eternity Realms setting. The main features of this book are the Daemons and Oozes that come up from the Realm Beneath and haunt the dungeons in the Realm Below. Creep into your adventures carefully where glory awaits! ...   [click here for more]
32.Shadowrun Missions: Can You Dig It? (0802)

Shadowrun Missions: Can You Dig It? (0802)
by Catalyst Game Labs

Smoke Gets In Your Eyes In mass combat, you might be blinded by the fog of war. In hand-to-hand combat, you might have to deal with tunnel vision. And when running the shadows of Chicago, you just might have to contend with the fumes from a fire in an abandoned plastics factory that no one can seem to put out. Which is what’s happening when a new job comes your way. This...   [click here for more]
33.Referee's Briefing 6: Garden Worlds

Referee's Briefing 6: Garden Worlds
by Mongoose

Some Travellers never encounter any environment wilder than the climate-controlled cabins of a starship or the well-regulated conditions of a highport. Those who venture planetside, however, might encounter all manner of different environments in their wanderings. Among these, a temperate region with a breathable atmosphere and enough water to support life is one of the most common. This is largely...   [click here for more]
34.Referee's Briefing 1: Companies & Corporations

Referee's Briefing 1: Companies & Corporations
by Mongoose

Economics is one of the fundamental driving forces in any society, and Charted Space is full of groups trying to make a living – or better, a big profit. Companies and Corporations presents some of these groups along with their agenda, their methods and any dark secrets they may have. These commercial bodies are much smaller than the great Megacorporations, but some of them are major players...   [click here for more]
35.Referee's Briefing 2: Anomalies and Wonders

Referee's Briefing 2: Anomalies and Wonders
by Mongoose

Much of the time Travellers move from one starport to the next, seeing the shops and the bars and not much else. In between they stare at the same six bulkheads and watch old movies, or sit around in the galley chatting. Some of them have more to talk about than others; tales of adventure and daring that might just possibly be true. And every now and then the conversation turns to the wonders of Charted...   [click here for more]
36.Referee's Briefing 3: Going Portside

Referee's Briefing 3: Going Portside
by Mongoose

Travellers pass through many starports in their wanderings, and after a while these places can begin to blur into one another. The endless procession of generic bars and hotels, the same shops and tired old décor can be soul-destroying. But it does not have to be like that! Referee’s Briefing 3: Going Portside presents a miscellany of things to do and places to visit that are both interesting...   [click here for more]
37.Referee's Briefing 4: Mercenary Forces

Referee's Briefing 4: Mercenary Forces
by Mongoose

Violence can and does solve problems, if properly applied. Of course, the application of violence can result in new or additional problems, but the original issue is solved at least. Mercenaries offer a short-term solution to the question of where to obtain and how to deliver the necessary violence, and can also solve other problems by being officially deniable. Referee’s Briefing 4: Mercenary...   [click here for more]
38.Referee's Briefing 5: Incidents and Encounters

Referee's Briefing 5: Incidents and Encounters
by Mongoose

As Travellers voyage from one world to another, things happen to them. Often little things, trivial things; incidents that cause a minor inconvenience or unnecessary aggravation during what should be routine planetfall. However, some of these little incidents can lead to adventure, or complicate what would otherwise have been a straightforward task. Referee’s Briefing 5: Incidents and Encounters...   [click here for more]
39.1879 RPG Big Trouble in Little Soho

1879 RPG Big Trouble in Little Soho
by FASA

Someone is making a very dangerous drug in the East End, snuff that grants explosive strength. Of course it's in the wrong hands. Who's making it? What are they making it from? Where's the money going? Why have you been asked to look into it? Best see to your gear, and make sure you've got the best team you can assemble. This is trouble the Peelers can't handle, and it's likely to lead to some far...   [click here for more]
40.Shadowrun Missions: Keep Your Friends Close (0801)

Shadowrun Missions: Keep Your Friends Close (0801)
by Catalyst Game Labs

Raised Stakes Chicago has been dangerous for a long time. But only the foolish think it can’t get worse. When so many ways to die are concentrated in a single place, sometimes they prey on the innocent, and sometimes they go head to head with each other. Sometimes, they do both. In SRM 08-01 Keep Your Friends Close, the Chicago Missions begin speeding toward their dramatic conclusion...   [click here for more]
41.RPG Creators Relief Fund PWYW Donation

RPG Creators Relief Fund PWYW Donation
by RPG Creators Relief Fund

The Roleplaying Game Creators Relief Fund (RCRF) is a charitable organization founded to provide financial assistance to tabletop roleplaying game creators suffering hardship due to medical emergencies, natural disasters, and other catastrophic situations. Donate now or learn more on how to Become A Sponsor ...   [click here for more]
42.Werewolf: The Forsaken

Werewolf: The Forsaken
by White Wolf

Full Moon Rising The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt. Wolves at the Door Werewolf: The Forsaken the game...   [click here for more]
43.Eternity Realms

Eternity Realms
by Solace Games

Eternity Realms is a game based on a realm that connects to every world imaginable. It sits at a magical epicenter where all kinds of people and monsters converge. There are great realms of wonder and realms of dread. Majestic forests, snowy mountains and dreaded undead deserts and demon haunted lands all make up the Eternity Realm. Although based off another popular d100 system, Eternity Realms...   [click here for more]
44.Spheres of Power: Expanded Options Hero Lab Files

Spheres of Power: Expanded Options Hero Lab Files
by Drop Dead Studios

Note: These Hero Lab files require the Spheres of Power Hero Lab files to function correctly. Spheres of Power: Expanded Options is the first supplemental product in the Spheres of Power line, giving players and GMs even more toys to play with for the Spheres magic system. With these Hero Lab files, you'll find: Favored Class...   [click here for more]
45.Traveller: The Tktk Convergence

Traveller: The Tktk Convergence
by Mongoose

The travellers are summoned to the seemingly insignificant world of Tktk in Trojan Reach sector to investigate a possible Ancients site. They engage with the academic community at the site, participate in an archaeological dig, and become acquainted with the planet's variant chirper species, the tktks. But something terrible is happening on Tktk and by the time the travellers realize what it is, it...   [click here for more]
46.Iron Spine

Iron Spine
by Mongoose

The travellers have been asked to do the unthinkable: Jump into the hostile space of the Glorious Empire and rescue a team of kidnapped scientists. The Empire is an extremist branch of the alien Aslan who practice slavery and are in dire need of technically skilled people. It will be extremely difficult for the travellers to get into the Empire to perform this daring job, but once they're in, will...   [click here for more]
47.Grinning Skull's Historical reference series: Large Victorian Houses of the 1890's+ Floorplans Layout Collection 1

Grinning Skull's Historical reference series: Large Victorian Houses of the 1890's+ Floorplans Layout Collection 1
by Grinning Skull Studios

Grinning Skull present: Large Victorian Houses of the 1890's+ Floorplans Layout Collection 1 This range of publications delves into the architectural past to reveal the wide variety of modern and old dwellings and homes. The plans presented are intended to aid Games Masters in such modern game settings from 1890 to the present (or indeed near future!) and allow easy access to actual...   [click here for more]
48.TRUDVANG CHRONICLES: The Elven Horn

TRUDVANG CHRONICLES: The Elven Horn
by RiotMinds

The Elven Horn is an adventure that can be used in many different ways by a game master. It can be implemented as a part of an ongoing campaign or it can be presented as a completely standalone experience to introduce players to the elves of Trudvang and their homeland, Soj. The Elven Horn is best suited for a group of 3-5 players with quite experienced characters. About the Adventure The...   [click here for more]
49.TRUDVANG CHRONICLES: Tales From Trudvang

TRUDVANG CHRONICLES: Tales From Trudvang
by RiotMinds

Greetings, brave adventurers. I trust that you are tired and weary, for your journey must have been a most arduous one. Come closer now, warm yourselves by the hearth and treat yourselves to some mead. I want to hear all about it. The world of Trudvang is a vast one. For thousands and thousands of miles its great landscape stretches on from the elven archipelago of Soj in the south to the blistering...   [click here for more]
50.TRUDVANG CHRONICLES: Character Sheets

TRUDVANG CHRONICLES: Character Sheets
by RiotMinds

TRUDVANG CHRONICLES Character Sheets Shapeshifters, dimwalkers and blótkings, draw your sword, weave your magic, and call upon the mighty gods of thunder and death! Step into the truly unique fantasy world of Trudvang, based on the Norse and Celtic myths and sagas. Beowulf, the epic poetry Kalevala and the fantastic art of the Scandinavian artist John Bauer are our inspirations...   [click here for more]
51.Miskatonic Repository Samurai Weapons of Feudal Japan

Miskatonic Repository Samurai Weapons of Feudal Japan
by Chaosium

If you are playing a game of Call of Cthulhu set in the Sengoku Period of feudal Japan, what is more iconic than the weapons available to the samurai? You may already have purchased ‘Samurai’ from the Miskatonic Repository or you may have your own game running which could benefit from something beyond the usual sword or spear. I am pleased to present you with a collection of weapons...   [click here for more]
52.Powerball - AoV Solo (M&M3e)

Powerball - AoV Solo (M&M3e)
by Xion Studios

WELCOME TO Acts of Villainy: Solos is a semi-weekly spotlight on villains created by Sketchpad Studios. Every release will focus on a new, creepy, wicked, vile, murderous villain for enjoyment in your new or existing adventures! Pit your heroes against these baddies, and enjoy endless hours of adventuring! POWERBALL ...   [click here for more]
53.Hero Helpers

Hero Helpers
by Spax Studios

Creating a BASH character is a fun, exciting part of the super hero, role-playing experience. Not only do you get to pick your hero’s super powers and stats, but you get to uniquely tailor your character with interesting advantages, disadvantages and maybe even add a humbling weakness as well. Sometimes, however, the experience can be a little daunting when trying to define an open ended disadvantage...   [click here for more]
54.Age of Mortals (3.5)

Age of Mortals (3.5)
by Wizards of the Coast

A New Age...For New Heroes In the wake of a devastating Chaos War, the people of Krynn discover a world seperated from the gods who have created and protected their world. The magical orders of the old are rendered powerless. In this time of vulnerability, dragons of immense size and power appear and conquer vast territories. The Age of Mortals is a time of discovery. Secrets both ancient and new...   [click here for more]
55.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]
56.Champions of Darkness (3e)

Champions of Darkness (3e)
by Wizards of the Coast

Tortured by Darkness Whether lured by the Dark Powers or born to a life of darkness, those who devote themselves to the masters of the Land of Mists undergo their own agonizing struggles. Nemeses of good, yet puppets of evil, these beleaguered men and women may rise to greatness or find their way back to the light. In any other world, they would be called anti-heroes. Here, they...   [click here for more]
57.Denizens of Darkness (3e)

Denizens of Darkness (3e)
by Wizards of the Coast

Bloodsuckers and Other Beasties Fiends prowl the oppressed world of Ravenloft, inflicting their whims on a terrorized populace. From the cunning blood goblins to terrible artificial constructs to the monstrous lords of the domains, evil dominates the night. This tome compiles the haunts that scourge the realm. Fearsome Foes for Hardy Heroes In the grand tradition...   [click here for more]
58.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]
59.Secrets of the Dread Realms (3e)

Secrets of the Dread Realms (3e)
by Wizards of the Coast

The Horrors of Ravenloft The world of Ravenloft holds many secrets that not even its night prowlers may learn. Some are too horrible for common minds to comprehend. Others simply lie in malignant mists, forgotten by the denizens of the world. Only those with the valor or foolishness to confront them can deliver their revelations to the world. Sinister Tricks for Wicked...   [click here for more]
60.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]
61.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]
62.City System (1e)

City System (1e)
by Wizards of the Coast

It is called the City of Splendors: Waterdeep, most populous of the cities of North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the sieges of Dragonspear Castle. Success and death lurk in its shadowed entranceways and dimly -lit streets. Come explore the greatest city of the Realms in this incredible product dealing with urban fantasy adventures....   [click here for more]
63.The Ruins of Undermountain (2e)

The Ruins of Undermountain (2e)
by Wizards of the Coast

BRAVE THE RUINS UNDERMOUNTAIN awaits you: the fabled and feared battleground of the Realms - \"The Deepest Dungeon of them all\" DARE YOU FACE?miles upon miles of deadly traps, glittering treasures, strange and cryptic rooms, and slithering, skulking, lurking monsters? They await you underneath Waterdeep! UNDERMOUNTAIN is a dungeon setting for AD&D 2nd Edition campaign play:...   [click here for more]
64.The Ruins of Myth Drannor (2e)

The Ruins of Myth Drannor (2e)
by Wizards of the Coast

MYTH DRANNOR, city of glory. We shall not see its like again PERHAPS YOU'VE HEARD ITS SHINING STORY.. of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown...   [click here for more]
65.Ruins of Undermountain II: The Deep Levels (2e)

Ruins of Undermountain II: The Deep Levels (2e)
by Wizards of the Coast

"Looking for adventure are ye? Looking for a place brimming with silver and gold, a place dripping with things magical? "I know a place far and not far from here where all of that-and more-can be had. But mind me lads and lassies, there are other things there as well-danger and risk and uncertainty, and creatures never before seen by the likes of sell-swords and wizards who tread...   [click here for more]
66.Elminster's Ecologies (2e)

Elminster's Ecologies (2e)
by Wizards of the Coast

"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...   [click here for more]
67.Ruins of Zhentil Keep (2e)

Ruins of Zhentil Keep (2e)
by Wizards of the Coast

Visit the Heart of the Black Network Known throughout the Realms as the headquarters of the Zhentarim, Zhentil Keep has long been a trade hub, a seat of power, and a nest of corruption at the edge of the Moonsea. This set details Zhentil Keep in the days of Band the Black Lord, before the Time of Troubles. It also presents the new Zhentil Keep, a city nearly destroyed by the insane Cyric,...   [click here for more]
68.Sea of Fallen Stars (2e)

Sea of Fallen Stars (2e)
by Wizards of the Coast

Immerse Yourself in the Inner Sea! For years beyond measure, folk of Faer?n have sailed and swum the Inner Sea from the Lake of Dragons to the Alamber Sea, but few believed there was more here than a vast expanse of blue water filled with fish, a few sea monsters, and ever-present pirates. Come, take another look and discover new worlds above and beneath the sea. Once you enter the Sea of...   [click here for more]
69.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]
70.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]
71.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]
72.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]
73.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]
74.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]
75.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]
76.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]
77.FR8 Cities of Mystery (2e)

FR8 Cities of Mystery (2e)
by Wizards of the Coast

Dungeon Delving can be delightful. Wandering in the wilderness is a wonderful way to pass the time. But for the ultimate in opportunity, intrigue, and unexpected danger, try visiting the nearest village, town, or city. A city is much more than a rest stop, a watering hole, or a placee to but equipment. Any community, from the smallest hamlet ot the most crowded medievial metropolis, offers adventuring...   [click here for more]
78.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]
79.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]
80.LC3 Night Watch in the Living City (2e)

LC3 Night Watch in the Living City (2e)
by Wizards of the Coast

Situated where the Fire River flows into the Sea of Fallen Stars, Ravens Bluff is a bustling port and trade center. Residents and frequent visitors to Ravens Bluff often boast that the city is the brightest spot on the Dragon Reach, but even the proudest citizen thinks twice about taking to the streets when the Veil, a thick, cold fog, rolls in. The veil turns the city's vigorous docks into a gloomy...   [click here for more]
81.FRQ1 Haunted Halls of Eveningstar (2e)

FRQ1 Haunted Halls of Eveningstar (2e)
by Wizards of the Coast

Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King\'s Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the...   [click here for more]
82.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]
83.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]
84.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]
85.Cormyr (2e)

Cormyr (2e)
by Wizards of the Coast

One of the oldest and most interesting kingdoms on the continent of Faerun, Cormyr is a land of classic fantasy wherein a strong king rules his subjects fairly and evenly, nobles struggle against each other for the little power the king doesn't keep for himself, and adventuring companies clear forests of ferocious monsters for a small share of the crown's treasury. And-there's the magic. Lots of magic....   [click here for more]
86.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]
87.Prayers from the Faithful (2e)

Prayers from the Faithful (2e)
by Wizards of the Coast

Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages? The answer lies in the mighty spells heretofore kept concealed by the robed clergy of the cloisters. These sacred spells are now revealed in these pages, drawn from legendary holy books presently "lost" on Faerun. To read Prayers From...   [click here for more]
88.Hellgate Keep (2e)

Hellgate Keep (2e)
by Wizards of the Coast

Hellgate Keep-a name that once make the boldest of heroes shudder in fear-was long ago known as the fair citadel of Ascalhorn, a have for elves and humans. Then a demonic horde of baatezu and tanar'ri destroyed all remnants of real civilization and turned it into a den of malevolence. Today, the citadel lies ruined. The Mistmaster and the Harpers destroyed the keep and ended its centuries-long reign...   [click here for more]
89.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]
90.Ruined Kingdoms (2e)

Ruined Kingdoms (2e)
by Wizards of the Coast

Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover:...   [click here for more]
91.Cities of Bone (2e)

Cities of Bone (2e)
by Wizards of the Coast

Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the...   [click here for more]
92.Reunion (2e)

Reunion (2e)
by Wizards of the Coast

Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But Fate takes a hand as a noble djinn seeks to fulfill an ancient wish.... In this unusual three-part scenario, players take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and...   [click here for more]
93.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]
94.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]
95.Player's Secrets of Hogunmark (2e)

Player's Secrets of Hogunmark (2e)
by Wizards of the Coast

The Hogunmarkdomain sourcebook details the people, land, customs, and culture of Hogunmark, a Rjurik domain on Cerilia's northern frontier. Queen Freila, the ruler described in The Rjurik Highlandsaccessory, has died, leaving the domain without a clear successor. This book assumes your player character (PC) is one of her six landed jarls (though you can play a different type of character if you choose)....   [click here for more]
96.King of the Giantdowns (2e)

King of the Giantdowns (2e)
by Wizards of the Coast

Untamed by the laws of man, the Giantdowns region remains a buffer zone between the ruined empire of Anuire and its northern neighbor, the Rjurik Highlands. The Great Downs themselves are the stuff of legend: Giants, they say, are buried beneath the mounds, awaiting some call to rise and battle once more. But in the meantime, other forces threaten the Downs. A new awnshegh, the humanoid known as...   [click here for more]
97.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]
98.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]
99.Player's Secrets of Stjordvik (2e)

Player's Secrets of Stjordvik (2e)
by Wizards of the Coast

Stjordvik is a domain teetering on the brink of economic collapse, but rich in resources that could inject fresh life into the royal treasury. The land is politically fragmented by provincial jarls who go their own way rather than heed their king, but at the same time populated by freemen who disdain those petty power-seekers. For centuries the Great Oak Wall along the northern and western borders...   [click here for more]
100.Naval Battle Rules: The Seas of Cerilia (2e)

Naval Battle Rules: The Seas of Cerilia (2e)
by Wizards of the Coast

Every land in Cerilia depends on the sea for military strength and trade. Many times, the quality of a regent's fleet and the naval power at his command prove the deciding factors in his success or failure as a ruler. This supplement expands the Birthright domain and War Card rules to handle sea travel and combat. Players can use the sample navies included for Anuirean, Khinasi, and Rjurik kingdoms...   [click here for more]
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