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Whether you’re looking for bestselling titles like \u003cem data-start=\"478\" data-end=\"498\"\u003eDungeons \u0026amp; Dragons\u003c\/em\u003e and \u003cem data-start=\"503\" data-end=\"515\"\u003ePathfinder\u003c\/em\u003e, indie gems like \u003cem data-start=\"533\" data-end=\"557\"\u003eDungeon Crawl Classics\u003c\/em\u003e, or narrative-driven systems perfect for storytelling, we’ve got something for every table.\u003c\/p\u003e\n\u003cp data-start=\"653\" data-end=\"984\"\u003eOur RPG collection includes core rulebooks, starter sets, adventure modules, dice, and accessories—everything you need to launch your next campaign. Perfect for newcomers and veteran players alike, roleplaying games are about creating unforgettable stories together. Gather your party, roll the dice, and let the adventure begin.\u003c\/p\u003e\n\u003cp data-start=\"653\" data-end=\"984\"\u003e \u003c\/p\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e","products":[{"product_id":"dungeons-dragons-planescape-adventures-in-the-multiverse","title":"Dungeons \u0026 Dragons: Planescape: Adventures in the Multiverse  (Hardcover, 2023)","description":"\u003cp\u003eEVERYTHING YOU LOVE ABOUT PLANESCAPE – AND MORE!\u003cbr\u003eReturn to the incredibly imaginative world of Planescape, where demons and angels sip tea together and the unexpected is just around the corner. From perplexing realities to multiversal glitches, fans of the original Planescape setting will encounter both familiar and unfamiliar uncertainties in this smorgasbord of multidimensional chaos.\u003c\/p\u003e\n\u003cp\u003eCREATE YOUR OWN PLANES-HOPPING ADVENTURER.\u003cbr\u003ePlanescape®: Adventures in the Multiverse comes with a plethora of unconventional new player options. 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The \u003cstrong\u003eDungeons \u0026amp; Dragons Character Sheets 2024\u003c\/strong\u003e from Wizards of the Coast are built for the updated 2024 core rules, giving you a clean, thoughtfully designed space to track everything from ability scores and saving throws to spells, equipment, and the backstory that makes your character yours. Whether you're stepping into your first dungeon or sitting down for session two hundred, there's something deeply satisfying about a fresh sheet and a sharpened pencil.\u003c\/p\u003e\u003ch2\u003eWhat's Inside\u003c\/h2\u003e\u003cp\u003eThis pack delivers official character sheets designed to match the 2024 edition of D\u0026amp;D — updated to align with the revised \u003cem\u003ePlayer's Handbook\u003c\/em\u003e and its streamlined rules. The layout puts the information you reach for most right where you need it, reducing mid-session page-flipping and keeping your focus where it belongs: on the story. Sheets are printed on sturdy paper stock with clearly organized sections for character details, class features, traits, and spellcasting, with enough room to write like a human being instead of a watchmaker.\u003c\/p\u003e\u003cp\u003eHaving physical sheets at the table still matters. They don't run out of battery, they don't require an app subscription, and there's a tactile joy to crossing off hit points and scrawling notes in the margins that no digital tool has quite replicated. These are also great backups for groups who use digital tools most of the time but want something tangible for conventions, one-shots, or new players just getting their bearings.\u003c\/p\u003e\u003ch2\u003eWho These Are For\u003c\/h2\u003e\u003cp\u003eNew players will appreciate having an official, clearly laid-out sheet that matches exactly what's described in the 2024 \u003cem\u003ePlayer's Handbook\u003c\/em\u003e — no guesswork, no third-party formatting quirks. 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This is not a game of dungeons and dragons and chosen heroes. This is a game of flickering lanterns, whispered warnings, and the creeping suspicion that the festival your characters have stumbled into is not what it seems. If you love the atmospheric disquiet of films like The Wicker Man, Midsommar, or Apostle, The Crooked Moon was built for the table you want to gather around.\u003c\/p\u003e\u003ch2\u003eWhat's in the Core Box\u003c\/h2\u003e\u003cp\u003eThe Core Box is the complete, self-contained entry point into The Crooked Moon — everything you need to run and play the game is included. Expect full rules for character creation, the game's core resolution mechanics, guidance for the person running the game, and the tools needed to build and populate folk horror scenarios rooted in rural mystery and communal unease. The Core Box format suggests a curated set of components designed to get a group playing quickly without additional purchases.\u003c\/p\u003e\u003cp\u003eThis copy remains in its original shrink wrap, with a minor tear along one box edge as pictured — the contents are sealed and untouched. For collectors or players who prefer their games unplayed, this is as close to factory fresh as a pre-owned copy gets.\u003c\/p\u003e\u003ch2\u003eWho This Is For\u003c\/h2\u003e\u003cp\u003eThe Crooked Moon is aimed at players and Game Masters who want horror with roots — horror that feels earned and human rather than monstrous and loud. It suits groups already comfortable with narrative-first, atmosphere-heavy RPG experiences, and it makes an excellent pick for horror fans making the leap from video games or film into tabletop roleplaying. As a standalone Core Box, no additional purchases are required to begin play. 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The \u003cstrong\u003eRavenloft: The Horrors Within Dungeon Master's Screen\u003c\/strong\u003e is designed for Dungeon Masters who want to immerse their players in gothic horror atmosphere from the moment they sit down — and keep their darkest secrets safely hidden while they do it. This is the Land of the Mists, where every shadow conceals a monster and every smile hides a lie. Your screen should feel the part.\u003c\/p\u003e\u003ch2\u003eWhat's Inside This Screen\u003c\/h2\u003e\u003cp\u003eA Dungeon Master's Screen is a practical tool first and a piece of table art second — and this one delivers on both fronts. The exterior facing your players carries evocative Ravenloft artwork, setting the tone before a single word is spoken. The interior facing panels keep essential rules and reference material within easy glance — so you spend less time flipping through books mid-session and more time weaving dread and suspense across the table. Designed specifically to complement the \u003cem\u003eVan Richten's Guide to Ravenloft\u003c\/em\u003e and gothic horror play in \u003cstrong\u003eDungeons \u0026amp; Dragons 5th Edition\u003c\/strong\u003e, the curated reference content is tailored to the dark, investigative, survival-flavored gameplay that Ravenloft demands.\u003c\/p\u003e\u003ch2\u003eWho This Is For\u003c\/h2\u003e\u003cp\u003eThis screen is built for the Dungeon Master running horror-flavored D\u0026amp;D — whether that's a full Ravenloft campaign set in the Domains of Dread, a gothic one-shot, or any 5e game where atmosphere matters as much as mechanics. It's a natural companion to \u003cem\u003eVan Richten's Guide to Ravenloft\u003c\/em\u003e, though any DM who wants quick-reference panels and a visually striking barrier between their notes and their players will find it useful. New DMs benefit from the rules-at-a-glance convenience; experienced DMs will appreciate the thematic flavour it brings to the table. 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The Domains of Dread are not just a setting; they are a mood, a tone, a promise that the game tonight will be atmospheric, tense, and unforgettable. This map pack brings that darkness to your table in a tangible, immediately usable form.\u003c\/p\u003e\u003ch2\u003eWhat's In the Pack\u003c\/h2\u003e\u003cp\u003eThe \u003cstrong\u003eRavenloft Horrors Within Map Pack\u003c\/strong\u003e includes \u003cstrong\u003e10 digital stickers\u003c\/strong\u003e designed to enhance your Ravenloft sessions — visual assets that drop horror-appropriate iconography, markers, and imagery directly into your digital tabletop setup. Whether you are running a published Ravenloft adventure like \u003cem\u003eCurse of Strahd\u003c\/em\u003e or building your own Domain of Dread from scratch, these stickers give your maps the visual language of gothic horror: the kind of grim detail that tells players before a single die is rolled that something wicked waits ahead.\u003c\/p\u003e\u003cp\u003eThese are digital assets — no physical components are included. They are built for virtual tabletop platforms and digital mapping tools, giving Game Masters running online or hybrid games the same atmospheric punch that physical props provide at an in-person table.\u003c\/p\u003e\u003ch2\u003eWho It's For\u003c\/h2\u003e\u003cp\u003eThis map pack is a resource for \u003cstrong\u003eDungeon Masters\u003c\/strong\u003e running Ravenloft content in \u003cstrong\u003eDungeons \u0026amp; Dragons 5th Edition\u003c\/strong\u003e or the 2024 revised rules — it is not a standalone product and does not include rules, stat blocks, or adventure content. It is a toolkit for GMs who already know where they are taking their players and want the visual atmosphere to match the dread they are building. 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The Tarokka deck has been part of Ravenloft's identity since the earliest days of the setting, a tool of prophecy, mystery, and dread used by the enigmatic Vistani to peer through the fog and glimpse what horrors wait ahead. The \u003cstrong\u003eRavenloft: The Horrors Within Tarokka Deck\u003c\/strong\u003e brings that tradition to your table in a physical, tactile form — a proper card deck wrapped in gothic imagery worthy of the Domains of Dread themselves.\u003c\/p\u003e\u003ch2\u003eWhat's In the Deck\u003c\/h2\u003e\u003cp\u003eThis is a physical Tarokka deck purpose-built for use in Ravenloft campaigns and adventures, most notably \u003cem\u003eCurse of Strahd\u003c\/em\u003e and other horror-adjacent Fifth Edition play. The cards feature striking gothic artwork that captures the haunting, melancholic beauty the setting is known for — each card a small piece of illustrated dread you can hold in your hands. Used for in-game fortune telling, the Tarokka deck allows Dungeon Masters to introduce genuine randomness and atmosphere into their sessions, whether determining the location of powerful artifacts, revealing plot hooks, or simply adding a layer of ritual theatre that pulls players deeper into the world.\u003c\/p\u003e\u003cp\u003eBeyond its mechanical function, this deck is a prop in the truest sense — something your players will notice when it appears on the table. Shuffling and drawing cards creates a moment of ceremony that no dice roll can replicate. Madam Eva's reading feels very different when real cards are turned face-up one by one.\u003c\/p\u003e\u003ch2\u003eWho It's For\u003c\/h2\u003e\u003cp\u003eThis deck is a supplement designed specifically for Dungeon Masters running gothic horror campaigns using the Dungeons \u0026amp; Dragons Fifth Edition rules — you'll need the core rulebooks to play. 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It is a place of Gothic horror, tragic villains, and inescapable darkness — a demiplane of mist where powerful Darklords are imprisoned alongside the terror they have wrought. Since its debut in 1983's iconic adventure module, Ravenloft has defined what horror looks like at the D\u0026amp;D table. \u003cem\u003eRavenloft: Horrors Within\u003c\/em\u003e brings that tradition of dread directly into your campaign with a dedicated volume built for the monsters that lurk in the fog.\u003c\/p\u003e\u003ch2\u003eA Bestiary Built for Fear\u003c\/h2\u003e\u003cp\u003eThis is not a general-purpose creature compendium. \u003cem\u003eHorrors Within\u003c\/em\u003e is a focused, atmospheric collection of 41 monstrosities and 10 domain denizens drawn from across the Domains of Dread — the patchwork of nightmare realms that make up Ravenloft. These are the creatures that haunt crumbling manor houses, stalk moonlit moors, and drag the unwary into the dark. Each entry is built to bring genuine dread to the table, not just another stat block to cut through.\u003c\/p\u003e\u003cp\u003eThe 10 domain denizens add particular depth for Game Masters — these are the significant figures tied to Ravenloft's individual domains, giving GMs the tools to populate their horror campaigns with characters that carry weight, history, and menace. Whether you are running a full Ravenloft campaign or dropping Gothic horror encounters into an existing adventure, this book gives you creatures with genuine atmosphere behind them.\u003c\/p\u003e\u003ch2\u003eWho Should Pick This Up\u003c\/h2\u003e\u003cp\u003e\u003cem\u003eRavenloft: Horrors Within\u003c\/em\u003e is a supplement — it works alongside the Dungeons \u0026amp; Dragons core rulebooks rather than replacing them. You will need the core rules to run these creatures at your table. This book is aimed squarely at Dungeon Masters who want to bring Gothic horror into their 5th Edition or 2024 revised rules campaigns. It is a strong companion to \u003cem\u003eVan Richten's Guide to Ravenloft\u003c\/em\u003e, though it stands on its own as a monster resource for any DM who wants something darker and more unsettling than the standard Monster Manual fare. 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The mists rise, the castle looms, and the Darklords watch from their towers with hunger and despair in equal measure. \u003cem\u003eThe Horrors Within\u003c\/em\u003e is a Ravenloft supplement from Wizards of the Coast, set in the gothic horror corner of the D\u0026amp;D multiverse where tragedy drives the monsters and no hero escapes unchanged. If standard fantasy feels too bright, too safe, and too certain of its happy endings, Ravenloft is the antidote.\u003c\/p\u003e\u003ch2\u003eWhat's Inside\u003c\/h2\u003e\u003cp\u003eAs a Ravenloft supplement for fifth edition Dungeons \u0026amp; Dragons, \u003cem\u003eThe Horrors Within\u003c\/em\u003e expands on the Domains of Dread — the patchwork of cursed demiplanes that trap Darklords and mortals alike behind walls of impenetrable mist. Expect new lore, new threats, and new tools for Game Masters who want their horror campaigns to hit harder and cut deeper. Whether the content focuses on new creature stat blocks, expanded Domain lore, player options for gothic adventurers, or GM-facing encounter frameworks, this book is designed to deepen the dread at your table.\u003c\/p\u003e\u003cp\u003eRavenloft supplements pair naturally with \u003cem\u003eVan Richten's Guide to Ravenloft\u003c\/em\u003e as a foundation, drawing on that book's reimagined Domain structure and its approach to horror as a collaborative, player-aware experience. \u003cem\u003eThe Horrors Within\u003c\/em\u003e builds on that groundwork with material that rewards Game Masters who are ready to push their campaigns into darker, more atmospheric territory.\u003c\/p\u003e\u003ch2\u003eWho This Book Is For\u003c\/h2\u003e\u003cp\u003eThis supplement is written for Game Masters running horror-themed D\u0026amp;D 5e campaigns, and for players who want their characters to have roots in the gothic tradition. 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Inside you'll find detailed character creation rules covering a range of investigator archetypes — academics, drifters, journalists, and more — each defined not just by skills but by the burdens and drives that pull them toward danger. The game's mechanics emphasize narrative momentum and psychological cost alongside physical challenges, making every investigation feel consequential. The book also includes guidance for the Keeper (the game's Game Master equivalent), with tools for building mysteries, populating the world with threats both human and eldritch, and pacing horror across sessions.\u003c\/p\u003e\u003ch2\u003eWho This Book Is For\u003c\/h2\u003e\u003cp\u003eFans of the Arkham Horror board game, card game, or the broader Fantasy Flight Games Arkham universe will find this a natural next step — the lore, factions, and atmosphere translate directly from the tabletop to the RPG. 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One player takes the role of Game Master, guiding the story through Promise's secrets, while the rest play investigators piecing together what is happening before it is too late. The game is designed to translate the dread and momentum of the Arkham Horror board game and Living Card Game into a fully collaborative roleplaying experience, giving groups the tools to build their own stories inside this richly developed world. Expect atmosphere, difficult choices, and the particular horror of knowing your characters are outmatched.\u003c\/p\u003e\u003ch2\u003eWho Should Play This\u003c\/h2\u003e\u003cp\u003eFans of the Arkham Horror Files universe — from the board game and the LCG to the tie-in novels — will find this a compelling way to step \u003cem\u003einside\u003c\/em\u003e the setting rather than play through it. Horror RPG players looking for a system with genuine atmospheric weight and established lore will have plenty to sink into. Groups who love narrative, character-driven play over tactical combat will feel right at home. And for anyone already familiar with the Arkham Horror world who has never sat down at an RPG table, this is a strong entry point — the setting does a lot of the work of pulling new players in before a single rule is learned.\u003c\/p\u003e\u003cp\u003e\u003cem\u003ePlease note: Welcome to Promise is currently available for \u003cstrong\u003epresale, with release expected 31 July 2026\u003c\/strong\u003e. Orders placed now will be fulfilled on or after that date. 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This 100-card reference deck puts your most sinister creatures at your fingertips — large, legible, and ready to pull the moment claws hit initiative order. No more broken immersion. No more apologetic page-flipping while your players wait.\u003c\/p\u003e\n\n\u003ch2\u003eWhat's in the Deck\u003c\/h2\u003e\n\n\u003cp\u003eThe deck covers Challenge Rating 0 through 5, the sweet spot for early and mid-tier campaigns where adventurers are still learning that the world wants them dead. One hundred stat cards span nine creature types, giving Dungeon Masters a tactically diverse roster without needing to crack a book mid-session. 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The large, art-driven card format makes them easy to read at a glance, and easy to hand across the table to a player who just polymorphed into something.\u003c\/p\u003e\u003cp\u003eWith 112 stat cards total and an instruction card to get you oriented, this deck is built for table utility. Slot a card behind your DM screen, deal them out for a multi-creature encounter, or fan them on the table when your druid wants to know what wild shape forms are available. The CR 0–5 range makes this the essential deck for campaigns in their early chapters — and for Dungeon Masters who run one-shots, conventions, or introductory games regularly, that sweet spot covers the majority of what you'll actually use.\u003c\/p\u003e\u003ch2\u003eWho This Is For\u003c\/h2\u003e\u003cp\u003eThese cards are a supplement, not a replacement — they work alongside the \u003cem\u003eMonster Manual\u003c\/em\u003e rather than standing in for it. If you already own the core rulebooks and find yourself reaching for the same creature entries session after session, this deck removes that friction entirely. New Dungeon Masters will appreciate having common creatures laid out in a clean, accessible format without the overhead of navigating a full bestiary mid-session. 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An instruction card rounds out the contents.\u003c\/p\u003e\u003cp\u003eThe customizable cards are a genuinely useful touch for DMs who like to reskin standard items for their world — hand a player a card for their \u003cem\u003eBlade of the Frozen North\u003c\/em\u003e that mechanically functions as a \u003cem\u003eFrost Brand\u003c\/em\u003e, and the fiction lands harder than a rulebook citation ever could.\u003c\/p\u003e\u003ch2\u003eWho This Is For\u003c\/h2\u003e\u003cp\u003eThis deck is a \u003cstrong\u003eDungeon Master's tool\u003c\/strong\u003e, full stop. It won't replace the Dungeon Master's Guide — you'll still want the core rules for the broader magic item tables, crafting rules, and attunement mechanics — but it dramatically accelerates the table experience during treasure reveals and item lookups. It's especially valuable for DMs running campaigns in the mid-to-high tier of play (roughly levels 9 and up) where rare and very rare items become regular rewards. If you're already using the Common and Uncommon deck, this is the natural next step. 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Wizards of the Coast's \u003cstrong\u003eDungeons \u0026amp; Dragons Reference Cards: Spells – Levels 4–5\u003c\/strong\u003e are built to fix exactly that. These cards put the rules you need — range, components, duration, effect — right in front of you, visible throughout your turn and ready at a glance.\u003c\/p\u003e\u003ch2\u003eWhat's in the Deck\u003c\/h2\u003e\u003cp\u003eThis deck covers the spell levels where D\u0026amp;D characters start to feel truly powerful. Level 4 brings \u003cem\u003eBanishment\u003c\/em\u003e, \u003cem\u003ePolymorph\u003c\/em\u003e, and \u003cem\u003eGreater Invisibility\u003c\/em\u003e. Level 5 delivers \u003cem\u003eAnimate Objects\u003c\/em\u003e, \u003cem\u003eCone of Cold\u003c\/em\u003e, \u003cem\u003eHold Monster\u003c\/em\u003e, and some of the most decisive magic in the game. 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If your campaign has reached the point where spell selection and timing are genuinely tactical decisions, having these cards spread on the table isn't a convenience — it's a competitive advantage. 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These reference cards from Wizards of the Coast are the fix. The \u003cstrong\u003eDungeons \u0026amp; Dragons Spell Reference Cards: Levels 0–1\u003c\/strong\u003e put every cantrip and first-level spell directly in a player's hand, beautifully laid out and ready to reference the moment their turn arrives.\u003c\/p\u003e\u003ch2\u003eWhat's in the Deck\u003c\/h2\u003e\u003cp\u003eThis deck covers the full breadth of low-level spellcasting in Dungeons \u0026amp; Dragons 5th Edition — the spells that form the backbone of every wizard, cleric, druid, warlock, bard, and sorcerer at levels one through three. With \u003cstrong\u003e34 cantrip cards (level 0)\u003c\/strong\u003e and \u003cstrong\u003e64 first-level spell cards\u003c\/strong\u003e, nearly every option from the core rules is represented. Six customizable blank cards let you note homebrew spells, variant rules, or personal reminders. An instruction card explains how to make the most of the deck.\u003c\/p\u003e\u003cp\u003eEach card is designed for clarity at the table — no squinting at dense paragraphs, no cross-referencing multiple pages. The card is in your hand. You read it, you play it, the turn keeps moving.\u003c\/p\u003e\u003ch2\u003eWho These Are For\u003c\/h2\u003e\u003cp\u003eThese cards are ideal for new spellcaster players who are still building familiarity with their spell list, and equally useful for veterans who simply want a faster, more tactile play experience. They make an excellent gift alongside a Player's Handbook for someone just starting out. Game Masters running spellcasting NPCs will also find them invaluable for keeping encounters moving without constant rulebook interruption. 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These reference cards from Wizards of the Coast are the fix. The \u003cstrong\u003eDungeons \u0026amp; Dragons Spell Reference Cards: Levels 0–1\u003c\/strong\u003e put every cantrip and first-level spell directly in a player's hand, beautifully laid out and ready to reference the moment their turn arrives.\u003c\/p\u003e\u003ch2\u003eWhat's in the Deck\u003c\/h2\u003e\u003cp\u003eThis deck covers the full breadth of low-level spellcasting in Dungeons \u0026amp; Dragons 5th Edition — the spells that form the backbone of every wizard, cleric, druid, warlock, bard, and sorcerer at levels one through three. With \u003cstrong\u003e34 cantrip cards (level 0)\u003c\/strong\u003e and \u003cstrong\u003e64 first-level spell cards\u003c\/strong\u003e, nearly every option from the core rules is represented. Six customizable blank cards let you note homebrew spells, variant rules, or personal reminders. An instruction card explains how to make the most of the deck.\u003c\/p\u003e\u003cp\u003eEach card is designed for clarity at the table — no squinting at dense paragraphs, no cross-referencing multiple pages. The card is in your hand. You read it, you play it, the turn keeps moving.\u003c\/p\u003e\u003ch2\u003eWho These Are For\u003c\/h2\u003e\u003cp\u003eThese cards are ideal for new spellcaster players who are still building familiarity with their spell list, and equally useful for veterans who simply want a faster, more tactile play experience. They make an excellent gift alongside a Player's Handbook for someone just starting out. Game Masters running spellcasting NPCs will also find them invaluable for keeping encounters moving without constant rulebook interruption. Note that these cards require the \u003cem\u003eDungeons \u0026amp; Dragons Player's Handbook\u003c\/em\u003e for full context — they are a reference tool, not a standalone ruleset.\u003c\/p\u003e\u003ch2\u003eSpecifications\u003c\/h2\u003e\u003ctable\u003e\n\u003ctr\u003e\n\u003cth\u003eSpecification\u003c\/th\u003e\n\u003cth\u003eDetail\u003c\/th\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003ePublisher\u003c\/td\u003e\n\u003ctd\u003eWizards of the Coast\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eSystem\u003c\/td\u003e\n\u003ctd\u003eDungeons \u0026amp; Dragons 5th Edition\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eBook Type\u003c\/td\u003e\n\u003ctd\u003eSupplement \/ Reference Accessory\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eContents\u003c\/td\u003e\n\u003ctd\u003e34 level 0 spell cards, 64 level 1 spell cards, 6 customizable cards, 1 instruction card\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eFormat\u003c\/td\u003e\n\u003ctd\u003eCard Deck\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eLanguage\u003c\/td\u003e\n\u003ctd\u003eEnglish\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/table\u003e","brand":"Wizards of the Coast","offers":[{"title":"Default Title","offer_id":44621611335768,"sku":null,"price":0.0,"currency_code":"CAD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0603\/4980\/8728\/files\/anBn_c209457b-1ca5-49aa-8f2b-64ffe26913eb.jpg?v=1787079827"},{"product_id":"dungeons-dragons-reference-cards-magic-items-common-and-uncommon-en","title":"Dungeons \u0026 Dragons: Reference Cards: Magic Items - Common and Uncommon (EN)","description":"\u003ch2\u003eLoot You Can Actually Hold\u003c\/h2\u003e\u003cp\u003eThere's a moment every Dungeon Master knows — the party defeats the dragon, opens the hoard, and then everyone crowds around a laptop or dog-eared rulebook trying to figure out what the \u003cem\u003eBoots of Elvenkind\u003c\/em\u003e actually do. These Reference Cards cut straight through that. Wizards of the Coast has taken the most commonly awarded magic items from the fifth edition (5e) rules and put them into a physical card format that GMs can hand directly to their players the moment the loot is discovered. Tangible, personal, and earned — exactly how treasure should feel.\u003c\/p\u003e\u003ch2\u003eWhat's In The Deck\u003c\/h2\u003e\u003cp\u003eThis set covers the two tiers of magic items your players are most likely to encounter across the early and mid-game: common and uncommon. Common items are the everyday enchantments — useful, flavourful, and easy to distribute freely. Uncommon items are the stuff players get excited about — the \u003cem\u003eCloak of Protection\u003c\/em\u003e, the \u003cem\u003eBag of Holding\u003c\/em\u003e, the items that start defining a character's identity. Between the 59 common cards and 117 uncommon cards, you're holding nearly 180 indexed, ready-to-distribute pieces of loot that cover the vast majority of what ends up in a standard D\u0026amp;D treasure haul.\u003c\/p\u003e\u003cp\u003eSix customizable cards let you create homebrew items or adjust existing ones to fit your campaign without breaking the physical format. The included instruction card walks GMs through how to integrate the deck into their sessions — useful if you're adopting this at an existing table or handing it off to a less experienced DM.\u003c\/p\u003e\u003ch2\u003eWho It's For\u003c\/h2\u003e\u003cp\u003eThis is a Dungeon Master's tool through and through. If you run 5e campaigns — whether that's a homebrew world, a published adventure like \u003cem\u003eCurse of Strahd\u003c\/em\u003e or \u003cem\u003eDescent into Avernus\u003c\/em\u003e, or a rotating one-shot series — this deck removes one of the most consistent friction points at the table. Players benefit too: rather than waiting for the DM to read out an item description, they get a card they can keep in front of them, reference mid-combat, and hand back when the campaign ends. These cards are compatible with both the 2014 fifth edition core rules and the 2024 revised ruleset. No additional purchases required beyond owning the core game — this is a pure quality-of-life upgrade for any table that hands out magic items.\u003c\/p\u003e\u003ch2\u003eProduct Specifications\u003c\/h2\u003e\u003ctable\u003e\n\u003ctr\u003e\n\u003cth\u003eSpecification\u003c\/th\u003e\n\u003cth\u003eDetail\u003c\/th\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003ePublisher\u003c\/td\u003e\n\u003ctd\u003eWizards of the Coast\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eSystem\u003c\/td\u003e\n\u003ctd\u003eDungeons \u0026amp; Dragons\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eEdition\u003c\/td\u003e\n\u003ctd\u003e5e (compatible with 2014 and 2024 core rules)\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eBook Type\u003c\/td\u003e\n\u003ctd\u003eSupplement — Reference Cards\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eContents\u003c\/td\u003e\n\u003ctd\u003e59 common cards, 117 uncommon cards, 6 customizable cards, 1 instruction card\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eFormat\u003c\/td\u003e\n\u003ctd\u003eCard Deck\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003eLanguage\u003c\/td\u003e\n\u003ctd\u003eEnglish\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/table\u003e","brand":"Wizards of the Coast","offers":[{"title":"Default Title","offer_id":44621611958360,"sku":"WTCD6039","price":34.99,"currency_code":"CAD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0603\/4980\/8728\/files\/ZS5qcGc_792575cc-a579-446e-ab07-b84c14a36568.jpg?v=1787079885"},{"product_id":"goodman-games-dungeon-crawl-classics-core-rulebook-2025-hardcover","title":"Goodman Games Dungeon Crawl Classics Core Rulebook (2025, Hardcover)","description":"\u003ch2\u003eOld-School Mayhem, Zero Apologies\u003c\/h2\u003e\n\u003cp\u003eDungeon Crawl Classics is a love letter written in blood and torchlight. Built on the bones of the earliest editions of fantasy roleplaying, DCC throws modern design conventions out the dungeon window and replaces them with something rawer, wilder, and far more dangerous. Characters die. Magic misfires catastrophically. Gods are real, fickle, and hungry. Every session at the DCC table feels like it was ripped from the pages of a 1970s pulp fantasy paperback — grimy, thrilling, and deeply unpredictable. This is old-school gaming in its truest form, and it makes absolutely no apologies for it.\u003c\/p\u003e\n\n\u003ch2\u003eWhat's Inside the Core Rulebook\u003c\/h2\u003e\n\u003cp\u003eThis is the complete, self-contained rulebook for the Dungeon Crawl Classics RPG — everything a Judge (the DCC term for Game Master) and a full table of players need to start adventuring. The system is built on a familiar d20 foundation but pushes it into stranger, more brutal territory. Character creation begins at zero: players start as a mob of ordinary peasants — the infamous funnel — and only those who survive earn the right to become true adventurers. It's a harrowing, hilarious way to begin a campaign, and it immediately establishes that no one is safe.\u003c\/p\u003e\n\u003cp\u003eThe magic system alone is worth the price of admission. Spellcasters in DCC don't just spend spell slots — they roll on wild, unpredictable tables that can produce miraculous results or catastrophic corruptions. Warriors invoke mighty deeds. Thieves rely on luck as a living, fluctuating stat. The rulebook is packed with hundreds of unique spell tables, patron rules for those who bargain with otherworldly powers, deity mechanics for clerics, and an encounter and creature section built for old-school dungeon delving. The iconic cover art by Erol Otus — the artist whose work defined the look of early fantasy roleplaying — signals exactly the vintage soul inside.\u003c\/p\u003e\n\n\u003ch2\u003eWho Should Pick This Up\u003c\/h2\u003e\n\u003cp\u003eDungeon Crawl Classics is for players and Game Masters who want something with teeth. Veterans of D\u0026amp;D 5e looking to experience what tabletop roleplaying felt like before safety rails were standard will find DCC genuinely revelatory. Old-school grognards will feel right at home. The system is self-contained — no other books are required to play — making this hardcover the single essential purchase for anyone curious about the game. 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Goodman Games built DCC on a singular premise: recapture the raw, unpredictable energy of early tabletop roleplaying — the kind where the dungeon is genuinely dangerous, magic is wild and unreliable, and characters are fragile mortals fumbling toward greatness or dying trying. Drawing deep from the pulp sword-and-sorcery fiction of Appendix N — Leiber, Howard, Moorcock, Vance — DCC plays unlike anything descended from the polished systems of the modern era. It is chaotic, lethal, and endlessly surprising. That is entirely the point.\u003c\/p\u003e\n\n\u003ch2\u003eWhat's In The Book\u003c\/h2\u003e\n\n\u003cp\u003eThis is the complete Dungeon Crawl Classics Core Rulebook — everything you need to run and play the game from the ground up. 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The foil treatment elevates the iconic cover art into something genuinely striking on a shelf, and the limited nature of this printing makes it a meaningful piece for collectors and dedicated fans of the system alike. If you already own a standard edition, this is the version you display. If you are coming to DCC for the first time, this is a spectacular way to arrive.\u003c\/p\u003e\n\n\u003ch2\u003eWho It's For\u003c\/h2\u003e\n\n\u003cp\u003eThe DCC Core Rulebook is the essential starting point for the system — this book is all you need to run a full campaign. It suits experienced tabletop roleplayers who want to step away from modern design conventions and reconnect with a grittier, more dangerous style of play, as well as collectors drawn to Goodman Games' reputation for exceptional production. The foil hardcover edition is particularly suited to players and judges who love the game and want a premium version worthy of their shelf — or to anyone who missed earlier limited printings and is ready to claim one now. New to the hobby but curious about old-school play? DCC rewards boldness and punishes caution in equal measure. 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It is a loving, ferocious tribute to the earliest days of tabletop roleplaying — the era of Gary Gygax and Dave Arneson, of mimeographed dungeon maps and ruthless random tables. Published by Goodman Games and built on a percentile-and-d20 foundation, DCC strips modern RPG design back to its chaotic, dangerous roots and asks one essential question: do you have what it takes to survive? The Demon Skull Monster Hide Edition wraps that philosophy in a striking, collector-worthy package.\u003c\/p\u003e\u003ch2\u003eWhat's Inside the Core Rulebook\u003c\/h2\u003e\u003cp\u003eThis is the complete game — everything a Judge (DCC's term for the Game Master) and players need to run sessions in the Dungeon Crawl Classics system. Character creation begins at Level 0, where your characters are not yet heroes but ordinary peasants — farmers, cobblers, and rat-catchers thrown into mortal peril. Most of them will not survive. The ones who do become legends. From there, the rulebook covers the full progression of play: warrior combat, wizard spell corruption (yes, magic has consequences), cleric deity disapproval, mighty deeds of arms, and the iconic funnel mechanic that turns character creation into a brutal, hilarious survival gauntlet.\u003c\/p\u003e\u003cp\u003eThe magic system alone sets DCC apart from any other fantasy RPG on the market. Spells are wild, unpredictable, and fueled by patron entities of terrifying power. Every casting roll determines whether your spell fizzles, fires true, or catastrophically surges beyond your control. The rulebook includes hundreds of spell results across a massive spell table system, plus rules for invoking patrons, performing rituals, and managing the slow corruption that marks every wizard who pushes their luck too far. Classic artwork throughout — sourced from contributors channeling the aesthetic of early TSR module covers — gives every page the feel of an artifact from another era.\u003c\/p\u003e\u003ch2\u003eWho Should Pick This Up\u003c\/h2\u003e\u003cp\u003eThe Demon Skull Monster Hide Edition is aimed squarely at collectors and DCC devotees who want their core rulebook to match the game's reputation for bold, uncompromising design. If you are new to Dungeon Crawl Classics, this is still the right starting point — it is the complete core rulebook — but know that you are buying into a game that rewards players who embrace chaos, accept PC mortality, and enjoy old-school play styles. Veteran tabletop roleplayers, particularly those who grew up with early editions of the world's most famous fantasy RPG, will feel immediately at home. 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