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Cover of Dark Waters
Dark Waters
5th Edition
Levels 1–4
20 pages
0

Children and a cleric have been kidnapped from a small coastal town by undead creatures who crawled out of the sea. Defend the Captain's Folly Tavern, investigate the mystery, swim through underwater caverns, and fight the monstrous denizens of the deep in order to save the kidnapped civilians! This adventure includes: 4 New Monsters, 4 New Magic Items, A Seafaring Skill Challenge, & Complications for an Underwater Chase Encounter!

Cover of Azaruuk's Ultimate Battle Royale
Azaruuk's Ultimate Battle Royale
5th Edition
Level 10
10 pages
0

You step forward into the circle of runes and feel your stomach lurch. Within a blink of an eye, you find yourself in the arena. You can no longer see the audience but you can faintly hear them cheering and chanting beyond the arena’s walls... In Azaruuk's Ultimate Battle Royale the players find themselves whisked away to Sigil, the city in the center of the multiverse, where the must face off against each other in Azaruuk's arena. In this arena they will fight Azaruuk's Homunculi and dodge devious hazards all while trying to defeat the others to become the Ultimate Champion! This module is intended for two or more level 10 players, however it can be run for players of any level with only a little tweaking required. There is no need for a dedicated Dungeon Master when running this module. Everyone can have their own character and responsibilities of the Dungeon Master can be shared between everyone. It includes: An exciting player versus player encounter Rules for building better balanced characters including how to handle equipment Rules for running this module without a dedicated DM Various hazards such as lava pits and lightning rods A new Arena Action mechanic for dynamic hazards A new monster to fight: azaruuk's homunculus Two new items designed to make PvP combat more exciting: insignia of ba'sha and tonic of exceptional healing A detailed map of the Arena

Cover of Escape the Labyrinth
Escape the Labyrinth
5th Edition
Level 20
8 pages
0

The heroes’ journey is finally at its climax. The evil god Tunkorl has just been freed from his prison and only the strongest and bravest mortals of the realm can defeat him before he regains full strength and throws the world in another dark age. However, the ultimate final fight will not be as straightforward as it seems when the party becomes trapped in a time dilated cross section of Carceri, struggling to get back to the real world and finish the job. Escape the Labyrinth is D&D 5e mini adventure for 3-7 characters of 20th level. This adventure is designed for a single 3-hour session which can be part of a special event, the end, or beginning of a campaign. The heroes go between fighting the big bad evil god (round by round) and trying to escape the mutliple layers of the Labyrinth of Futility a space-time dilated cross section of Carceri.

Cover of Factions of Sigil - Tower of Pillars
Factions of Sigil - Tower of Pillars
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 Fated of Sigil, and tasked to travel to the titular Tower of Pillars to conduct a heist from a Time Dragon.

Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of Castle Dracula II:  Dracula's Curse
Castle Dracula II: Dracula's Curse
5th Edition
Levels 2–3
140 pages
0

It's a horrible time to have a curse! Each wielding a powerful item to a family legacy, your players are a group of young adventurers who barely survive an attack on their order of vampire-hunters by agents of Dracula. After escaping, they discover Dracula has placed a curse upon the land which makes restful sleep difficult outside of hallowed areas. Dracula, "alive" on another plane but dead on this one, must be resurrected so they can kill him, end the curse, and avenge their dead. To accomplish this goal, the player characters must journey through forest, marsh, hill, and underground paths to retrieve relics of Dracula's last life from keeps and fortresses overrun by monsters and the undead. If they can resurrect him, he will be weak and easy to kill... but the adventurers aren't the only ones who want Dracula on the Material Plane, and Dracula is not the only vampire in the world. Gameplay overview This adventure takes the players from 2nd through 9th or 10th level on a milestone basis as they choose where to travel in what order to retrieve what they need. Starting at a happy gathering at the Belmonte Order, which the characters are hereditary members of, the campaign kicks off with a bang as the group retrieves their chosen legacy items, salvages what other gear they can in a race against time and a growing number of foes, and then escapes to begin their quest. In addition to the six main "dungeons," there are two optional regional lairs, traveling vampires, and many foes along the way. Most of the towns in the area have managed to survive, providing points of light at which the party may stop, long rest safely, acquire supplies, and socialize. Travel is hazardous! 5e classes are balanced for resource management across a 5-8 encounter adventuring day. The campaign is designed to have a semi-variable flow of encounters as the party traels around the area. Encounters grow progressively more difficult as time passes and the party spends more time within a region. These are not random encounters rolled on a table, but encounters designed to be unique to each area's geography, combat terrain, and mix of foes. As the party spends more time in a region or revisits it, the encounter difficulty increases. Dracula's curse requires a Constitution saving throw to successfully long rest outside of Hallowed areas (towns). The difficulty scales up over time, forcing the party to balance speed and safety as they try to accomplish their goals without pushing beyond the limits of what they can handle. The game concept, general map layout, and some enemy distributions are loosely inspired by Castlevania II for the NES, one of the forerunners of the "Metroidvania" genre. Dracula's Curse is indeed a game in which the forests are dark and full of monsters, and every night is a horrible one to have a curse. Includes 15 Legacy items, from weapons like whips and swords to a shield, a belt, or a decanter of holy water 60+ enemy statblocks 8 unique dungeons with unique layouts & challenges 5 inhabited towns with multiple named NPCs 100+ travel encounters (expect to use 30-50%) The module is printer-friendly with no artwork and straightforward grid maps for location-based encounters which require one.

Cover of Echoes of Salvation
Echoes of Salvation
5th Edition
Level 5
32 pages
0

"I said right from the very beginning: this is going to end badly. But I never imagined it would be this horrible..." — Mydith Ryc, survivor of the High Walls Massacre A wandering prophet comes to a High Walls refugee camp on the outskirts of Sharn. He carries a message that brings people hope but also deepens the rift between communities. His sermons blame the district’s growing troubles on a new type of outsiders: peoples of Droaam. As tensions grow, a sudden ritualistic murder brings the entire community on the edge of collapse. Dive into a dangerous power struggle between Old Man Garin and the hardened captain of the guard, Elara Talsen. Echoes of Salvation is a gripping mini-campaign designed for four to six 5th-level characters, where it is almost impossible to save everyone and the time is always ticking. Features: - Over 25 beautifully grim pages - 10-15 hours of gameplay - Optional rules to keep your players on their toes - Intricate Influence system to weave power currents in the camp. Comes with a convenient tracking sheet — tyranny was never so easy to track - 9 unique monsters with custom rules for crowd fights - Custom maps of High Walls Refugee camp for both exploration and battle CONTENT WARNING Murder, gore and mutilation, manipulation (gaslighting), substance abuse, xenophobia, political violence, police brutality, child endangerment. No AI was harmed (or used) in the process

Cover of Factions of Phandalin - Iniarv's Tower
Factions of Phandalin - Iniarv's Tower
5th Edition
Level 5
29 pages
0

This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.

Cover of Among Them - A Barghest Hunt
Among Them - A Barghest Hunt
5th Edition
Levels 1–5
17 pages
0

A fiend lurks among the Black Blade goblins. A shapeshifting barghest fashioned by the General of Gehenna to exact revenge on all goblin-kind. It’s aim: to kill as many goblin leaders as possible… A masked goblin approaches the party asking for help. Two tribe leaders are dead. But a rival for chief has control of the crime scene. Will the party discover the barghest among the goblin ranks? Can they stop this imposter before it strikes again? Adventure Overview The adventure’s story is spread over 4 parts and takes approximately 4 hours to play. The adventure begins with a Call to Action scene. Part 1: Goblin Politics. Krill sends his emissaries to implore help from any strong intermediary. The party is asked to investigate the murder of Thrawn in Dringly’s lair. This is Story Objective A. Part 2: The Opposition. Gain entry into Dringly’s lair and investigate the murder of Thrawn. Gather enough evidence to find the killer. This is Story Objective B. Part 3: To The Lair! Now that the players have determined the barghest (Yeep) is to blame, they need to get to Krill’s lair quickly as he is in imminent danger. This is Story Objective C. Part 4: The Barghest.When the players arrive at the lair, they need to get to Krill and expose and defeat the barghest. This is Story Objective D. Adventure Background A barghest named Yeep has begun its onslaught of attacks against the Black Blade goblins. Starting with Chief Gnar, then his second in command Thrawn, the barghest is moving methodically down the line of command. Krill is now chief. But he has some problems: Two leaders of the Black Blades are dead. Who killed them and why? Is he next? Dringly, the next in command, has decided to take his lair for himself, declaring himself Chief of the Black Blades. Who are the Black Blades? The Black Blades are a tribe of goblins in the local area. They are known for dipping their blades in a dark black substance. It is rumored these blades are poisonous. The Black Blades regularly attack passersby on the road to rob them. The Black Blades have two lairs, one run by a chief who leads the whole tribe, and another overseen by a boss lieutenant. The Black Blades have a well-established pecking order which is how Krill stands to become chief. The next in line is Dringly, who has also declared himself chief and wants Krill dead. Krill suspects that there is something suspicious about two leaders being killed within a day of each other, but he has already burned Gnar’s body without any investigation. He needs to investigate the body of Thrawn, but it is in Dringly’s lair. Krill wishes to avoid direct confrontation with Dringly at the present for three reasons: 1) Any violence would only kill his own tribe members and further divide the lairs. 2) He believes there is still hope for negotiation to reunite the Black Blades. 3) He believes that if he were to attempt negotiations himself, Dringly would kill him. This adventure features: Two maps. Ready for your favorite Virtual Tabletop. A full color pdf. A black and white pdf. One custom monster, a reprint of barghest, all others available in the Monster Manual. Four hours of entertainment involving: roll playing a goblin bard, investigating a murder scene, tracking down a barghest before it strikes again. Applicable to any setting.

Cover of Tomb of Nyarlathotep
Tomb of Nyarlathotep
5th Edition
Levels 1–2
11 pages
0

Summoned from across the multiverse, a small group of heroes must enter an ancient pyramid and prevent the Elder God Nyarlathotep's return to power. A Lovecraft-themed oneshot.

Cover of An Eggcelent Adventure
An Eggcelent Adventure
5th Edition
Level 1
9 pages
0

This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.

Cover of Verdant Corruption
Verdant Corruption
5th Edition
Level 4
7 pages
0

A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89

Cover of Red Witch Doomsday
Red Witch Doomsday
5th Edition
Levels 2–3
11 pages
0

“...when the floor trembled and the whole town shook, the people knew Mario had been found a couple of minutes later the dust settled again on the buildings and streets. Silence. The people’s wait to see who came out of the sewers, who would emerge victoriously was agonizing. The fate of the town swung on the outcome of the battle…” Extracts from The Witch Doomsday in Master Bard Blue Barry’s Tales of Silver. This adventure is designed for four to six 2nd- to 3rd level characters and is optimized for five characters. Designed to be a one-shot to play between four and six hours. A band of deep goblins settled in the sewers of Red Witch Cove and took the towns as hostages. They take what they want when they want it without regard for the people around them and their acts are bringing the doom of the town that the merchants were holding back. The package contains: -Color version. -Black and White version. -Maps and battle maps.

Cover of The Dread of Dynwel
The Dread of Dynwel
5th Edition
Levels 2–8
241 pages
0

The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.

Cover of City of the Dead
City of the Dead
5th Edition
Levels 3–5
20 pages
0

City of the Dead A 4th Level adventure for 4-6 players A strange thief wandered into Waterdeep and stole from the wrong person. Now, he has died of “natural causes” on his visit to the City of Splendors. Having no known friends or relatives, he was hastily buried, along with his possessions, at Waterdeep’s Cemetery (The City of the Dead) in The Road’s End Tomb. While the PCs are dining in the taproom at The Dripping Dagger Inn, they are approached by a stranger who claims that the unknown man had stolen a necklace from his employer, and he needs the adventures to reclaim it. Unfortunately, the thief’s fresh corpse has been pilfered by a dire evil with unknown motives. What starts off as a simple recovery mission, turns into a fight for survival in the City of the Dead. The Adventurers must solve the mystery and destroy the evil that lurks beneath the cemetery, if they are to succeed in their quest and escape with their lives!

Cover of Escape from the Blood Fortress
Escape from the Blood Fortress
5th Edition
Levels 4–6
23 pages
0

Imprisoned in the first layer of Hell a group of unfortunate adventurers must find their way out amidst the chaos of the Blood War. Will they escape before the Lord of the Keep finds them? Well, only time will tell...

Cover of Factions of Sigil - Siege of Haerton Fort
Factions of Sigil - Siege of Haerton Fort
5th Edition
Level 10
8 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. In this adventure, the Harmonium in Sigil request the characters travel to Haerton Fort in the Outlands to capture a fugitive, only for the characters to be caught in the middle of a siege!

Cover of The Lamenting Lighthouse
The Lamenting Lighthouse
5th Edition
Levels 5–10
45 pages
0

The Lamenting Lighthouse is a four-hour adventure for 5th-10th level characters, designed for Dungeons & Dragons 5th Edition, with a nautical theme, heavy undead and horror elements, and mysteries to solve! One lonely lighthouse shines the way through the rocks and shoals that deny entry to the northern Moonshae Isles. But when the party’s transport approaches, a horrific gale at their backs - no light is in sight... The party must venture ahead of their vessel in a race against the storm to the restore the beacon before their ship is lost. What has befallen the keepers, and what dark secret does the lighthouse hold? Will the heroes prevail, or will they join the lighthouse's lament? This adventure can easily be inserted into a run-through of Ghosts of Saltmarsh. This one-shot can also serve as a nautical interlude in any on-going campaign where the characters have to take to the sea. Included with this adventure are: + 6 original custom creatures, the dread wraith, the dread wight, the swarm of seagulls, the captain, the rating, and the sailor + 12 player hand-outs with notes that shed light on the mystery of the lamenting lighthouse, with a randomization mechanic that ensures a degree of replayability + 9 original fleshed out NPCs, including personality traits and roleplaying tips + 2 original magical artifacts + 7 hand-drawn maps of important locations + a story reward and 2 story hooks for continuing the adventure (depending on how the adventure resolves)

Cover of The Shifting Labyrinth
The Shifting Labyrinth
5th Edition
Levels 1–3
12 pages
0

Deep in the forest, an ancient pyramid was constructed many millennia ago for an unknown purpose as part of a forgotten modron war. Within it is a labyrinth of strange traps, taxing puzzles, and some unwelcome troglodytes. This adventure for 1st-3rd level characters can be played as the first part of the Legacy of Zandrax campaign or as a standalone one-shot.

Cover of Geschmalig's Tomb
Geschmalig's Tomb
5th Edition
Levels 8–12
24 pages
0

Descend into the depths of a tomb which has remained undisturbed for decades. However, a few weeks ago, the gears of war started turning, grinding the northern folk to dust. An undead host marches, leaving a trail of destruction in its wake. A decisive strike to cut off the snake’s head might save thousands of lives! Pgs. 16-39