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Cover of The Eyeless in the Dark
The Eyeless in the Dark
5th Edition
Levels 1–2
11 pages
0

A cave-in at the dwarven mine exposed a passage into the eerie, alien world that lies deep below the surface. Monsters poured out of the darkness and killed many before the surviving miners made it back into the light. Now they seek brave adventurers to face the dangers down in the dark depths. As a one shot or the first adventure of a new campaign, The Eyeless in the Dark carries new and experienced players away from the light of the ordinary surface world and down into the fantastical dark depths where here there be monsters. Chock full of adventure, as well as design notes for Dungeon Masters that will help novice and veteran DMs provide their players with an exciting and memorable game night, and leave them eager for the next session. Use this adventure in combination with the Integrated Hill Encounters and/or the Forest and Grasslands to create an open world sandbox of adventures that can fill many sessions of a campaign.

Cover of Against the Idol of the Sun
Against the Idol of the Sun
5th Edition
Level 13
295 pages
0

Do you want to run or play an adventure where characters start at level 13 instead of ending at level 13, and actually get to progress to 20 like the rules say they should? Do your players like to travel far and wide, exploring a huge unknown area? Do your players like to change their plans on a whim, and travel somewhere other than where they told you they planned to go last session? Do your players feel like fighting against an empire at odds of 20,000 to 1? Do your players want to commit occasional acts of sky piracy? Do you want an adventure that is designed to handle players using Scrying, Transport Via Plants, and Teleportation on a daily basis? If you answered yes to some of these questions, this adventure may be for you. Check out the detailed preview packet, which includes a campaign log showing how this adventure has actually played out. WARNING: FULL OF SPOILERS; VERY LONG. Against the Idol of the Sun is an epic hexcrawl campaign designed for high-level play. Adventuring parties should start at about level 13, and will likely end the campaign at level 20 with multiple Epic Boons. As a hexcrawl, there is no set adventure path that the party must follow. There is only one encounter that's even close to plot-mandatory aside from the climactic battle. Anything else can be skipped or handled in any order. The players are free to move about the map in any direction at any time, limited only by the risk of enemy action and encounters. The DM, meanwhile, is encouraged to have foes react to and actively hunt the PCs once they become a threat. Along the way, they may find and explore a number of dungeons, including a millenia-old laboratory in the grips of a time distortion, several mines that were abandoned for good reason yet may hold wealth within, and other challenges appropriate for high-level characters. This module is heavy on Exploration and Combat, but the Social aspect of D&D also is necessary as the player characters meet new peoples, work to convince them that they can make a difference, motivate them to action, and create overall plans for the NPCs and factions to follow off-screen to support the players in their main assaults. The key set piece encounters, which are optional but highly probable, involve attacking well-defended temples in the centers of enemy cities. Planning for these attacks will require paying attention to reconnaissance, timing, the use of allies, how to enter, and how to exit and break contact succesfully when dealing with enemies that fly faster than most player characters can walk. The adventure does not include artwork, and the maps are basic.

Cover of Icegate Keep
Icegate Keep
5th Edition
Levels 1–4
32 pages
0

Jarl Aelfric Whitehand of Jotunspine, one of the Moonshae Isles, is not happy. His ward, Cordin Wainthrower, has disappeared. Clues imply that Cordin has headed for a ruined keep deep in the Giantspine Mountains. The characters are tasked by the jarl to track down Cordin and bring him back to safety – the Giantspines are filled with many dangers including the legendary Winter King, a fey of great power. Will the characters force Cordin to return to the keep or help him in his quest to restore a family heirloom? If they help him, they must face the chilling depths of the crypt of Icegate Keep. Icegate Keep is an adventure for the first tier, levels 1 to 4. The adventure includes full scaling recommendations for each level, as well as four pre-generated PCs at each of the four levels. The adventure is designed to be tough for the pre-gen PCs, who have little magic to brave the icy mountains. It is estimated to take 4-6 hours to play. The adventure has several new monsters including Ice Wights, Ice Zombies, Frostsnakes, and the infamous Winter King. New magic items are also included such as the greatsword Frostreaver, the ancient Snowbane dagger, the Horn of the Howling Wolf, and the Throne of the Winter King. There is a player handout outlining the legend of the Winter King and three battlemaps showing separate levels of the small keep.

Cover of Escape from Wheloon
Escape from Wheloon
5th Edition
Levels 1–4
21 pages
0

The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!

Cover of Twilight at Eventide
Twilight at Eventide
5th Edition
Levels 1–3
32 pages
0

Twilight at Eventide is a 32-page collection of three short adventures designed for characters of level 1-3. In the village of Eventide, the walls separating the settlement from the Feywild are weak. And strange creatures stalk the surrounding forests. Dark forms worship their demigod in hidden caves. A darkling elder has returned to take what was promised to him. And people enter the woods never to return. The village is in need of heroes. Will you answer the call? In this product, you will find: a description and map of the village of Eventide a vivid cast of characters in the village a variety of detailed location maps, including an old mine, an abandoned farmhouse, a decrepit tower, and a ruin adventures that feature xvarts, darklings, dryads, and hags a combination of roleplay, exploration, and combat encounters

Cover of Shit Bird Shit Fight
Shit Bird Shit Fight
5th Edition
Levels 5–16
17 pages
0

About a year ago, an adventuring party found themselves encumbered with more treasure than they knew what to do with. After brief deliberation, the group buried their hoard in a remote grotto inhabited by water birds. It was only a matter of time until one of the resident scavengers exhumed a most unfortunate item. Armed with a headband of intellect and a stash of other equipment for the taking, Belladonna the Bin Chicken began to study the abandoned spellbooks. The ambitious fowl quickly advanced as a mage, and set her sights on conquest of the surrounding areas.

Cover of The Nightshine Mausoleum
The Nightshine Mausoleum
5th Edition
Levels 3–4
11 pages
0

Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.

Cover of Six Millimeters
Six Millimeters
5th Edition
Level 1
21 pages
0

In the Lodge, things are simple. They can look like you. They want to BE you. And in their home, the only thing standing between you and death is six millimeters of glass. Can you escape the Polished? Find out in Six Millimeters, a thrilling horror adventure for the world's greatest roleplaying game! Take 4-6 of your friends through the Lodge, an extradimensional space overrun by nightmarish beings that can strike from any reflective surface. Shardlings revel in the paranoia caused by their reflective horrors, sowing doubt and mayhem until the opportune moment presents itself. Panes, meanwhile use their impressive stature to quickly overwhelm their foes. Spellcasters especially are in for a nasty surprise! This adventure is intended for 1st-level characters and uses milestone advancement to ensure they reach 3rd-level throughout the course of the game. For players who take their time investigating the Lodge and discovering its dreadful past, this adventure may take 7-9 hours to complete. Given the adventure’s horror elements and milestone advancement, Six Millimeters is easy to use as a starting scenario to the Curse of Strahd adventure. Content Warning: Suicide, Self Mutilation

Cover of The Sorrows of Southsward Keep
The Sorrows of Southsward Keep
5th Edition
Levels 3–5
24 pages
0

A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep

Cover of Valachan: Hunter’s Moon
Valachan: Hunter’s Moon
5th Edition
Levels 8–9
39 pages
0

Valachan: Hunter’s Moon is a slasher/gothic horror adventure for 4-5 level characters of 8-9th level. It can be played over the course of 6-8 hours and should roughly take one playing session, if the party is quick, or two if the party is progressing slowly. This is the fourth and final part of the Carnival of Lost Souls campaign, which can also be played as a standalone adventure. Valachan: Hunter’s Moon features: Fully fleshed out Trial of Hearts with dangerous encounters along the journey Rules for sabotaging rival parties before the Trial New custom monsters to make combat encounters truly memorable and exciting High-quality maps, also available in universal vtt format Check out the previous adventures in the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil and Kalakeri: The Forbidden Temple! And look out for the special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure that will explain the basics! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. However, we are now as safe as we can ever be under the constant threat of missile strikes, and determined to finish the whole series! And after that - who knows, maybe even more cool adventures will follow ;)

Cover of Blinsky's Toyshop
Blinsky's Toyshop
5th Edition
Levels 3–10
38 pages
0

Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.

Cover of Abominable Adventures - An Encounter Guidebook In The Frozen Tundra
Abominable Adventures - An Encounter Guidebook In The Frozen Tundra
5th Edition
Levels 1–4
38 pages
0

Abominable Adventures - An Encounter Guidebook In The Frozen Tundra is a collection of 12 unique Tier 1 side stories filled with danger, horror, & mystery for Dungeons & Dragons 5th Edition. It can be easily integrated into your adventures set in the frozen lands of the North or during any Icewind Dale: Rime of the Frostmaiden campaign. Featuring ❄12 unique pre-adjusted Tier 1 encounters ❄38 pages filled with amazing artworks by artists from all around the World ❄A handy and image-free print-friendly version ❄Coloured battle maps that can be printed or used in your VTT platforms ❄New frightening creatures!

Cover of CCC-DES-02-02 On a Six-Fingered Trail
CCC-DES-02-02 On a Six-Fingered Trail
5th Edition
Levels 1–4
19 pages
0

You are charged with rescuing Bea’s missing sextuplets and must bring their captors to justice. A walk in the park for brave adventurers, unless the trail extends beyond the darkness.

Cover of The Question of the Sphinx
The Question of the Sphinx
5th Edition
Levels 6–8
30 pages
0

Match wits and mettle with a sphinx in this new adventure for the world’s greatest roleplaying game. A wild forest edging closer to chaos, a small village threatened by something strange, and a quest to discover the truth from a legend known for her riddles. Locals speak of a mountaintop reliquary filled with powerful artifacts — artifacts which could make all the difference in the climactic battle for the fate of the village. You might even meet a baby sphinx cub along the way. The Question of the Sphinx is a 10 to 12 hour adventure for 6th through 8th level characters. This adventure easily fits within the Forgotten Realms, Theros, or other 5e settings. Solve any of the 20 original riddles Choose from 14 unique magic items Learn a never-before-known spell Brave any of the 6 random monster scenarios, set in 6 random dynamic locations Contend with 3 new monster variations

Cover of West Marches Company: A Grim Promise
West Marches Company: A Grim Promise
5th Edition
Level 3
70 pages
0

The lands that lie west, across the great sea, are uncharted. The West March Company has spent a fortune on an expedition to loot and tame it. You are part of that expedition. You are the desperate, the outcast, the destitute. This new world is weird and dangerous. Rumours abound of a city of tombs. A cursed dwarven fortress in the mountain. Mist-covered swamps that howl in the night. Pass that treasure map around the table. Drink deeply from your cups and imagine what awaits in the wilderness: gold, glory, death. Inside West Marches Company: A Grim Promise you'll find: Twelve new monsters to surprise and terrify your players. A cult of worms, a city of tombs, centaur khans and a twenty-page dwarven fortress dungeon crawl with over forty rooms. Loaded with art, evocative descriptions, weird NPC's and 2 new magic items. High resolution maps of both dungeons: Kazad Mor The Cursed Dwarfhome and Tunnels Beneath Fort Bramble This module can be run as a standalone adventure or as a west marches style game.

Cover of Mornhaven Towers
Mornhaven Towers
5th Edition
Level 5
26 pages
0

A short Adventure that can be used as a standa alone adventure as well as be plugged into a larger campaign for Tier II characters. The Mere of Dead Men is a dangerous place where no one is safe, Orcs have been seen taking prisoners and Lizardfolk have been forced out of their home taking refuge in an old castle. They need help to get out and rescue some that have been taken prisoner at the Mornhaven Towers. Help theLizardfolk gather and prepare for an exit while also protecting them from the harm that dwells in the swamp. The adventure comes with the following: - Full PDF adventure file. - 12 Parchment style DM and Player maps ready for VTT use. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT

Cover of The Temple of Shattered Minds
The Temple of Shattered Minds
5th Edition
Level 5
42 pages
0

The characters will investigate a grim mystery in the elven village of Alkai Tor, hunt for answers in a lethal swamp, and finally confront a desperate killer in the Temple of Shattered Minds itself.

Cover of Factions of Sigil - Murder in Automata
Factions of Sigil - Murder in Automata
5th Edition
Level 10
7 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. This adventure sees the characters allied with the Fraternity of Order in Sigil and sent to the gate town of Automata to solve a vicious spree of murders.

Cover of Ravenloft: Carnival of Lost Souls Campaign Guide
Ravenloft: Carnival of Lost Souls Campaign Guide
5th Edition
Levels 5–6
48 pages
0

Ravenloft: Carnival of Lost Souls Campaign Guide is a guide for Dungeon Masters who bought our other products from the Carnival of Lost Souls campaign series. It connects together all the modular one-shots we released previously into one grand campaign. It also offers guidance about expanding the scope of the campaign with your own ideas. Ravenloft: Carnival of Lost Souls Campaign Guide features: - Starting adventure to kick the things off and get the characters to know the Carnival - In-between interludes and short encounters, which help to flesh out the Lost Souls NPCs more and add depth to the campaign - Grade Finale - an epic showdown with The Caller in the Mists! - Full description for each of the Lost Souls and what happens to them as a result of players’ actions - Check out the modular adventures of the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. The release of the Campaign Guide marks also a year since the start of the full-blown war. At the moment, we are as safe as we can ever be under the constant threat of missile strikes, and extremely proud that we managed to finish the whole campaign! We are hopeful that the victory is close at hand, and in the new, whole, and peaceful Ukraine, we will create even more cool adventures! ;) Made in Ukraine

Cover of The House of Frex, the Forgetful Mage
The House of Frex, the Forgetful Mage
5th Edition
Levels 1–3
10 pages
0

Have you ever wanted to raid your neighbor’s garage for that tool they “borrowed” a year ago? Or dig through your friend’s closet because you know half your wardrobe is hiding in there? What if you had a band of adventurers to do it for you? The wizard Rastakeen needs a book returned that he lent his not-so-esteemed colleague, Frex, some time ago. Apprentices are for running errands you don’t want to do yourself, right?