Need a refresh on your well-worn copies? Have a friend who is itching to get into the game? Want a super-handy case to hold all that D&D goodness? The Dungeons & Dragons Core Rules Gift Set...
Eurich Gunshoff IV, Count of Kleaves, is beset by powerful enemies. The King to the north has laid waste his holdings beyond the Tot River and even now threatens the river castles. Only the coming ...
Boots wet from crossing the small river, you tramp up onto the remnants of an old road. A small village lies before you. It s mostly wooden cottages stand arrayed in neat order along either side of...
Stains upon the Green thrusts the characters into the Tar Kiln, where the ruins of an old dwarven ring fort offers them refuge from the wilderness and its many dangers. Beyond the parapet’s walls a...
For generations the Kings of the small realm of Inallu have held the Sword of Rami as a symbol of their people. It is brought forth only when a new King is crowned. But the unthinkable has happened...
The Tar Kiln, a wild region of wooded hills, cut by deep gulches, where giant blocks of gray stone rise from the upland prairie like islands in the sea. Here streams feed lakes or wild rivers and t...
Bones of the Companions invites only the bravest to save a city from damnation. The adventure is designed for mid to high-level player characters of levels 7 to 10. All character classes are useful...
Secrets are like poison. They infect everything around them, weaken the resolve of the strong, bending the will of the unbendable. They change you, recasting who you are into what you never wanted ...
Built high on cliffs overlooking the confluence of two rivers, Gurthap Keep was a bastion of strength and a haven for the Cult of the Red God. Here, priests of old sacrificed over the tomb of long ...
Built high on cliffs overlooking the confluence of two rivers, Gurthap Keep was a bastion of strength and a haven for the Cult of the Red God. Here, priests of old sacrificed over the tomb of long ...
Long ago men built the Eniel-ot-Blaud, the Tower on the Blue River. But it fell to the ravages of time and the depredations of the wild, and its name was forgotten. That is until the Green Wizard f...
Where the Wasting Way ends the gates begin. Named the Ahargon Den, the Mouth of Darkness, the gates stand beneath the dark shadow of Aufstrag, offering entrance to those pits of Hell. But before ta...
Hard roads bring the stout of heart to the Tower’s iron-bound gate. Whether brought here by the Vessel of Souls or by pure happenstance, the Tower, perched upon the edge of no-where, beckons, promi...
The infamous Redcaps are raiding along the river basin and the Baron wants them brought to justice. But the wilds are a dangerous place and the goblins holed up in the Slag Heap, an ancient complex...
Unklar, the Horned God, bound one of the eldritch Oonmakling to him and set it in a dungeon beneath the stones of despair. A temple was built over the stones and guardians set to watch it. But that...
Atop a cursed mountain, in towers of ice and snow is a danger of primordial origin - the Lord of Frost. From his frozen keep he threatens the lands and peoples in the shadow of his mountain, bringi...
The Grausamland, a gray mire of marsh, bogs, sluggish creeks, and deep pools, stands a barrier to those who would enter the fell towers of Aufstrag. A thousand square miles of impenetrable swamp pe...
Ends Meet is a town of small intrigues in a forgotten corner of a wide world, but one whose very presence at the end of the road draws all manner of creatures, both good and evil. And when the cask...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'
'
'
Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'
'
'
Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'
'
'
Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'
'
'
Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '