D&D: EXPLORER'S GUIDE TO WILDEMOUNT

Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure. Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy. Start a campaign in any of Wildemount’s re­gions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
$65.00
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D&D: DESCENT INTO AVERNUS (EXCLUSIVE EDITION)

Welcome to Baldur’s Gate, a city of ambition and corruption situated at the crossroads of the Sword Coast. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur’s Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells? This heroic Dungeons & Dragons adventure book takes players from levels 1 to 13 as they journey through Baldur’s Gate and into Avernus, the first layer of the Nine Hells. Baldur’s Gate is among the most iconic locations in all of fantasy culture. A mist-cloaked metropolis on the Sword Coast, it’s a place of history and a home to heroes. The book introduces the epic Infernal War Machines to fifth edition D&D—battle-ready vehicles which you can customize as you blast off into the Blood War. Dungeons Masters will entice their heroes with devil’s deals, a unique set of game mechanics designed to lure adventurers with the ultimate temptations of power and treasure.
$80.00
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D&D: ESSENTIAL KIT

The D&D Essentials Kit is the ideal second purchase for new players that have bought the Starter Set. With the Essentials Kit, new players will learn to create characters of levels 1–6 and experience the thrill of being the Dungeon Masters. Contents: 64-page rulebook that teaches how to create characters of levels 1–6 and play the game. Includes the introduction of sidekick rules. Dragon of Icespire Peak™, a 64-page introductory adventure Double-sided poster map for use with the Dragon of Icespire Peak™ adventure (21” x 15”) Four-panel, folding Dungeon Master’s screen (33" × 8.5") 6 blank character sheets 11 polyhedral dice 81 cards describing magic items, sidekicks, and other D&D game elements, plus a folding box to hold all the cards Codes for D&D Beyond, the official digital toolset for D&D
$45.00
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D&D: ACQUISITIONS INC.

Explore a wealth of peril and personalities for the world’s greatest roleplaying game. When you’re just starting out in the adventuring business, it might be nice to have a leg up. It can be a big help to have access to the powerful artifacts, expertise, and jobs that Acquisitions Incorporated (Acq Inc) has to offer a new franchise. Join Omin Dran, Jim Darkmagic, and Viari like never before with the new Acquisitions Incorporated campaign book for Dungeons & Dragons! Set yourself up for success when pursuing your own fantasy-business endeavors, using all the ingredients you need to include Acquisitions Incorporated in your D&D campaign, to establish your own franchise, and take on specialized roles therein. Plus, there are always openings coming available… Just try not to think about why. Learn everything you ever wanted to know about starting your own fantasy business as you begin your career today, as a proud member of Acquisitions Incorporated. Acquisitions Incorporated has everything you need to play a D&D fifth edition game just as if you were on stage with the crew at PAX! New backgrounds, character options, franchise information, and more! Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse. Acquisitions Incorporated is a different flavor of D&D full of madcap heists and hilarious moments, and it’s one of the new ways to tell fantastic D&D stories. Includes an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore—and to strip-mine for profit.
$75.00
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D&D: GHOSTS OF SALTMARSH

Explore the waves above and the fathoms below in these watery adventures for the world's greatest roleplaying game."D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind 'Game of Thrones' have all been Dungeon Masters."--Neima Jahromi, The New Yorker Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic "U" series, plus some of the best nautical adventures from the history of Dungeon Magazine: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut's Fate, The Styes. - Ghosts of Salt Marsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12. - This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. - Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign. - Dungeon Masters will find rules for ships and sea travel, deck plans for various vessels, an appendix with rules for new and classic monsters, and much more. - Dungeons & Dragons is the world's greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
$65.00
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D&D: GUILDMASTERS GUIDE TO RAVNICA MAPS & MISCELLANY

Explore a worldwide cityscape in the first Dungeons & Dragons campaign setting to take on the world of Magic: The Gathering.This accessory contains resources that Dungeon Masters can use to enhance the experience of running a campaign in the sprawling city of Ravnica, using Guildmasters' Guide to Ravnica, a Dungeons & Dragons campaign sourcebook sold separately that explores one of the most popular settings in Magic: The Gathering.Contained within this durable folder are 20 laminated cardstock sheets designed for use with dry-erase markers. The pack includes the following resources to help you run your Ravnica campaign:• 7 double-sided color maps of Ravnica’s Tenth District, with helpful quick-reference information about each district (8.5" x 11")• 11 double-sided, single-color maps of adventure sites associated with Ravnica’s guilds, with helpful tables and reference information on each location (8.5" x 11")• 2 perforated sheets of color Faces of Ravnica cards (18 cards total), with character illustrations on one side and descriptions of guild charms on the other.
$35.00
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D&D: GIFT SET

The Dungeons & Dragons Core Rulebooks Gift Set includes a copy of all three core rulebooks—the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual, plus a Dungeon Master’s Screen. Everything a gamer needs to create and play adventures in the world’s greatest roleplaying game.Whether you’re starting an adventure or looking for the ultimate gift for a fan, this set of core rulebooks contains the most up-to-date version of the Dungeons & Dragons roleplaying game. A Dungeon Master’s Screen is included to help keep the game going.
$240.00
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D&D: WATERDEEP: DUNGEON OF THE MAD MAGE

In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
$65.00
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D&D: MONSTER CARDS CHALLENGE 0-5

This set contains 179 durable, laminated cards for a range of deadly monsters of challenge rating 0–5. With game statistics on one side and evocative art on the other, they are the perfect tool to help Dungeon Masters manage and reference their menagerie during play.
$55.00
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D&D: SPELLBOOK CARDS - CLERIC

This deck of spell cards are an invaluable resource for any magic-user. Consult the entire deck when selecting new spells to learn, and after a long rest you can set aside those spells you want to prepare for the day. Each deck is made from thick laminated card so they will stand the test of time. Features: Spell name and important info is easy to find for quick reference. Descriptive / Mechanical text is written in full wherever possible. Where it isn’t, a Player’s Handbook page reference is given. Scaling spells have an additional section with details on how they improve. Card backs prominently display spell level for easy sorting. The Spell cards are highly durable and are made to last. Each card has a coating that protects them and makes them safe to use with dry erase markers. Contains 153 Cleric spell and domain cards from cantrips to level 9
$40.00
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D&D: WATERDEEP: DRAGON HEIST

WELCOME TO WATERDEEP! A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
$75.00
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D&D: SPELLBOOK CARDS: MARTIAL POWERS & RACES

This deck of ability and spell cards is an invaluable resource for any barbarian, fighter or monk as well as player races with spell-like abilities. Each deck is made from thick laminated card so they will stand the test of time. Ability / Spell name and important info is easy to find for quick reference. Descriptive / Mechanical text is written in full wherever possible. When it isn’t, a Player’s Handbook page reference is given. Scaling spell-like abilities have an additional section with details on how they improve. Card backs prominently display class or race icons for easy sorting. The cards are highly durable and are made to last. Each card has a coating that protects them and makes them safe to use with dry erase markers. Contains 61 cards. 16 Battlemaster maneuvers, 3 Barbarian abilities, 19 Monk techniques and all of the spell-like racial abilities for Drow, High Elves, Forest Gnomes, and Tieflings from the Player’s Handbook; Genasi from the Elemental Evil Player’s Companion; and Aasimar, Firbolgs, Tritons, and Yuan-Ti from Volo’s Guide to Monsters.
$20.00
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D&D: MORDENKAINENS TOME OF FOES

  Mordenkainen hails from the City of Greyhawk, but over the eons he has expanded his mastery of the major conflicts in the multiverse. Similar to 2016's Volo's Guide to Monsters, Mordenkainen's Tome of Foes not only contains everything you need to run challenging new monsters at the table with your friends but also provides tons of storytelling information on some of the most contentious relationships in the multiverse. You'll learn more about the schism between drow and other elves, githyanki and githzerai, and dwarves and duergar, in addition to reading about the incessant Blood War between demons and devils. Players will love to delve into Mordenkainen's Tome of Foes to search for story hooks to use with their characters, as well as try out some of the player options for races like tieflings and elves, or maybe an otherworldly githyanki or githzerai. Dungeon Masters looking for inspiration and greater challenges for players who have reached higher levels of play will find much to explore in Tome of Foes.
$75.00
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D&D: XANATHAR'S GUIDE TO EVERYTHING

Explore a wealth of fantastic new rules options for both players and Dungeon Masters in this supplement for the world’s greatest roleplaying game. Assembled here for the first time is new information on adventurers of every stripe. In addition, you’ll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.  
$68.00
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ICONS OF THE REALMS: TOMB OF ANNIHILATION

Bring the heroes, villains, and monsters from the jungle of Chult, as well as the Tomb of the Nine Gods to life in this latest series of fantasy miniatures! Collect all 44 figures from Tomb of Annihilation, the newest set of randomly sorted monsters and heroes in our exciting line of D&D miniatures, Icons of the Realms. Adventurers have been sent to the jungle peninsula of Chult, where they must face all manner of dangers in order to find the lost city. Adventurers will need all the help they can get to get through the Tomb and the Dungeon’s evil architect – The Lich Acererak.
$30.00
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D&D: TOMB OF ANNIHILATION

Dare to defy death in this adventure for the world’s greatest roleplaying game. The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.
$70.00
2 in stock

D&D: DUNGEON MASTER'S SCREEN: REINCARNATED

Master the game with this indispensable tool for the world's greatest roleplaying game. Lost is the poor soul borne aloft in the grip of the ancient red dragon featured in a spectacular panoramic vision by Tyler Jacobson on this durable, four-panel Dungeon Master’s Screen. The interior rules content on this new screen has been revisited and refreshed as a direct result of feedback received from D&D fans everywhere. The screen’s landscape orientation allows the Dungeon Master to easily see beyond the screen and reach over, even as it keeps die rolls and notes hidden from players.Provides an at-a-glance reference for the most relevant and often used in-game information, equipping Dungeon Masters of all skill levels with essential support.An excellent resource for new and existing Dungeons Masters to facilitate inspired adventures and an engaging play experience.
$25.00
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D&D: MONSTER MANUAL

A menagerie of deadly monsters for the world' greatest roleplaying game.  The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders - a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures. The monsters contained herein are culled from the D&D game's illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
$65.00
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D&D: STORM KING'S THUNDER

This 256-page adventure for characters level 1 - 11+ provides everything a Dungeon Master needs to create an exciting and memorable play experience for the Storm King's Thunder story, including rune magic items, a new treasure option for characters. Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur's Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants' weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants' own power against them.
$65.00
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D&D: DUNGEON MASTERS GUIDE

Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game. The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!
$68.00
1 in stock