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1) Archmage
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Victory reigns at Mithral Hall but Drizzt knows that the dark elves of Menzoberranzan, including the powerful Archmage Gromph, aren't done with him yet. Consumed by their own power struggles, feeling backed into a corner, the drow may just be desperate enough to call on demonic forces from the deepest reaches of the Abyss, and unleash a disaster even the Underdark could never have prepared for.
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"A courageous heroine trapped in the distant past is determined to return to her own time-without changing the shape of the world forever-Dragonlance series continues in this sequel to Dragons of Deceit"--
A clash of powerful magical forces sets off the Graygem of Gargath, sending Destina and her companions deeper into the past than she intended--to the age of Huma Dragonsbane and the Third Dragon War. Now, after the Device of Time Journeying shatters,...
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The wizard Tasha has gathers bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance she has collected and codified them for the enrichment of all! Baked into this book are rule options for all the characters classes in the Player's Handbook-- including new subclasses. And the book is sprinkled with the archmage's musings on everything...
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This book contains tools a Dungeon Master needs to provide stories and game play. A resource for new and existing Dungeon Masters to engage in both adventure and world creation, with rules, guidelines, and advice from the game's experts. Created as part of a massive public playtest involving more than 170,000 fans of the game.
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Dark elf Drizzt Do'Urden returns to Gauntlgrym with old friends by his side once again, as they seek to rescue Bruenor's loyal shield dwarf-turned-vampire. But not only do Drizzt and his allies face a perilous journey through the Underdark and the dangers of the undead that lie within, but they must cross through a colony of drow, who would like nothing better than to see Drizzt Do'Urden dead.
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"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"--
The world's...
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Bigby the Great recounts his journeys into the history, myth, and society of giants in this guide to their realms in the worlds of Dungeons & Dragons. Here Bigby and the demigod Diancastra, child of the giants' All-Father, Annam, unveil the secrets of Annam's mighty descendants. Players will find a wealth of giant-themed character options: a subclass for barbarians, two backgrounds related to giants and their runic magic, and feat options that evoke...
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"Severely weakened and in need of power, the goddess of magic sets Elminster and his archenemy Manshoon on a quest that will not only test their faith and fortitude--but also force them to work together. Manshoon defies his goddess and focuses on his own ambitions, blasting Elminster deep into the earth, utterly destroying him. Or so he thinks"--Page 4 of cover.
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"Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Compiling and updating monsters that originally appeared in previous D&D fifth edition releases, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face. The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents...
12) Curse of Strahd
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Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming,...
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Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings. This book also includes a poster map of the library fortress and...
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"Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus beings 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!"--Back cover.
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"The return of Tiamat. The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realm. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have...
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"Takhisis the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fantastical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Soamnia, only the defenders of the city of Kalaman stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen's service seeks a magical weapon that could dominate Krynn for all time. Dragonlance:...
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"A collection of 13 short, standalone Dungeons & Dragons adventures designed for characters of levels 1-11. These adventures can be placed in any setting, and you can run them as one-shot game sessions or link them together into a campaign. This book also includes in-world maps to help players plan their heists." - Page 4 of cover.