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This combines the first ten encounters of an ongoing series aimed to provide the overworked DM with ready-to run encounters. The PCs have opportunities to face off with worg riders, gnark horses, ghosts, bog witches and more.
The encounters include:
History/Background
Encounter guide.
New Monsters
New Spells
New Magic Items
New Items
Color Maps.
The companion ZIP file contains
JPEG and Campaign... [click here for more] |
Dungeon Masters Guild |
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This combines encounters 11 to 20 of an ongoing series aimed to provide the overworked DM with ready-to run encounters. The PCs have opportunities to face off with a Death Captain, Frostcursed Dwarfs, Bad Mercenaries and more.
The encounters include:
History/Background for each encounter.
Encounter guide for each encounter.
New Monsters
New Spells
New Magic Items
New Items
Color Maps.
The companion... [click here for more] |
Dungeon Masters Guild |
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This combines encounters 21 to 30 of an ongoing series aimed to provide the overworked DM with ready-to run encounters. The PCs can experience the deathly chill of the Frostcursed, the fire of the burning beasts, and the desiccation of desert undead.
The encounters include:
History/Background for each encounter.
Encounter guide for each encounter.
New Monsters
New Spells
New Magic Items
New Items
Color... [click here for more] |
Dungeon Masters Guild |
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This is the seventh adventure in the R series, taking place after R6: House of Ooze. It can be run as a standalone adventure or even scavenged for individual encounters.
In this adventure, the PCs are under the big top. Will they free the circus from its curse or end up as just another bunch of clowns under the big top?
During the fall of the Republic Merak and the collapse of the city of Karathyl,... [click here for more] |
Dungeon Masters Guild |
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This is the sixth adventure in the R series, taking place after R5: Grim Forest. It can be run as a standalone adventure or even scavenged for individual encounters.
In this adventure, the PCs face a sticky situation involving the servants of Juiblex and the spawn of Zuggtmoy. They will face an epic fungal fight in the Garden of Zuggtmoy followed by an oozetacular, but short, dungeon crawl in the... [click here for more] |
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This is the fifth in an ongoing series of short adventures centered around the town of Rel, one of the few towns that survived the fall of the Republic of Merak. While written as a campaign, the adventures (or parts of them) can easily be run as standalone encounters.
This adventure follows R4: Reddle Creek. As war looms, profits await: the Town of Rel is the only town near the old iron tree and... [click here for more] |
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This combines encounters 31 to 40 of an ongoing series aimed to provide the overworked DM with ready-to run encounters. The PCs can get dusty in the fallen desert outpost, clean up in the Bath of Pelthonus and get chopped up by the Gladiomortuus.
The encounters include:
History/Background for each encounter.
Encounter guide for each encounter.
New Monsters
New Spells
New Magic Items
New Items
Color... [click here for more] |
Dungeon Masters Guild |
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This is the 5th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters.
Each encounter includes a history/background for the encounter, a map, and monster stats.
The companion ZIP file contains JPEG versions of the maps (with and without grid), Hero Lab files, , an .xml export of the monsters (compatible with Fantasy Grounds) and PDFs... [click here for more] |
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This is the 9th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters. Encounters range from the basilisks of the golden dome to elementals both frozen and boiling.
The encounters include:
History/Background
New Monsters
New Magic
Encounter guides
Color Maps
The companion ZIP file contains:
JPEG and Campaign Cartographer... [click here for more] |
Dungeon Masters Guild |
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This is the 8th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters. Encounters range from the good folks of ghoul town to time travelling clock dogs.
The encounters include:
History/Background
New Monsters
New Spells
Encounter guides
Color Maps
The companion ZIP file contains:
JPEG and Campaign Cartographer versions of the... [click here for more] |
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R1: The Road to Rel leads to Rel, which is detailed in this adventure. Having arrived the PCs can meet the locals, do some shopping, and engage in random or planned violence. Rel is intended to be the PCs’ base of operations for the R series adventures that follow, but the town can be used on its own in almost any campaign.
While this adventure is focused on role playing and does... [click here for more] |
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The dream of necromancy begins with fantasies of commanding a horde of undead, directing them to destroy the monsters standing between the PC and their loot. The dream dies as everyone is exhausted by the necromancer taking an hour to complete their turn.
This guide aims at solving this problem by presenting a squad system of running skeleton and zombie minions.
These rules emphasize speed and simplicity... [click here for more] |
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This is the 11th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters. Includes encounters both silly and serious, ranging from an absurd platypus themed dungeon to the tragedy of a betrayed unicorn.
This collection approach is used rather than a bundle because of the difficulties with bundling free products.
The encounters include:... [click here for more] |
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This is the 6th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters.
Each encounter includes a history/background for the encounter, a map, and monster stats.
The companion ZIP file contains JPEG versions of the maps (with and without grid), Hero Lab files, , an .xml export of the monsters (compatible with Fantasy Grounds) and ... [click here for more] |
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This is the fourth in an ongoing series of short adventures centered around the town of Rel, one of the few towns that survived the fall of the Republic of Merak. While written as a campaign, the adventures (or parts of them) can easily be run as standalone encounters.
This adventure follows R3: Rukel Manor. Just as the PCs are settling in, undead threaten the town. While the initial outbreaks... [click here for more] |
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Written as a starting adventure for a party of 1st to 3rd level characters, this adventure puts the brave PCs on the road to Rel.
Recently, the aristocrat Telrus learned that his family had once owned land near the town of Rel. During the terrible civil war that consumed the Republic of Merak, Trelus’ ancestor was forced to flee. Newly married to the charming and ambitious Ishia, Telrus has the... [click here for more] |
Dungeon Masters Guild |
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This is the third in an ongoing series of short adventures centered around the town of Rel, one of the few towns that survived the fall of the Republic of Merak. While written as a campaign, the adventures (or parts of them) can easily be run as standalone encounters.
This adventure follows R2: Town of Rel. The PCs will be sent by their patrons to clear the ruins of the Rukel Manor. Tales say... [click here for more] |
Dungeon Masters Guild |
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This is the 10th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters. Encounters range from animated gingerbread to licensed necromancers.
This collection approach is used rather than a bundle because of the difficulties with bundling free products.
The encounters include:
History/Background
New Monsters
New Magic Items
New... [click here for more] |
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This is the eighth adventure in the R series, taking place after R6: House of Ooze and R7: Cirque Du Necro. While intended to follow up on the events of R6, it can be run as a standalone adventure or even scavenged for individual encounters.
In this adventure, the PCs face off against the faceless fungi as they are caught up in the conflict between Zuggtmoy and Juiblex. Will they triumph or... [click here for more] |
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This is the 7th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters.
Each encounter includes a history/background for the encounter, a map, and monster stats.
The companion ZIP file contains JPEG versions of the maps (with and without grid), Hero Lab files, , an .xml export of the monsters (compatible with Fantasy Grounds) and ... [click here for more] |
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This is the first in Mike’s Sigil Factions Quick Guide series. This guide provides basic information about five new Sigil factions. Each faction will also be the subject of its own book. This guide presents the following factions:
The Anti-Theists: Members of this newly arrived faction oppose theism, regarding all religions as harmful. They encourage everyone to turn away from the gods.... [click here for more] |
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This is the ninth adventure in the R series, taking place after R8 Grain Death. It can also be run as a standalone adventure or even scavenged for individual encounters.
In this adventure, the PCs investigate reports that the kobolds of Sebek’s mine have been purchasing arms and armor. Are they planning to attack Rel or is there something deeper happening in the mine.
It includes a history/background... [click here for more] |
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Written for a party of 1st level characters “Trip to Town” is a starter adventure to get the party together. It avoids the usual tavern meet-up and throws the disparate party members together on the road and then brings them together with an unnatural storm and…murder.
This adventure provides encounters suitable for diverse play styles. For those who enjoy role-playing, there are opportunities... [click here for more] |
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“Within the cave waits an ancient obelisk that can give voice to the dead.”
-Olchelga, former Walker of Bones
Written for a party of 3rd to 5th level characters “Where the Dead Speak” is a follow up to K1 “A Trip to Town.” This adventure is focused primarily on combat, but there are opportunities for role-playing and storytelling.
A Walker of Bones who has chosen the traditions of... [click here for more] |
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DM: “You approach the guardian creatures. They seem wary, but not hostile. Your insight check reveals that they might be amenable to diplomacy.”
Floki’s Player: I dump my sack of iron tankards on the ground and take out a cask of my finest ale.
Calico Jacque: “Ah, Floki, I see we are trying diplomacy for once.”
Floki: “What? No. The cask is for me. The tankards... [click here for more] |
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War is coming. Two nations have set aside their differences to fulfil their historical ambition: to reclaim a province lost long ago. As with any war, arms and armor are needed and who better to claim a long-lost armory stocked with Imperial equipment than the bold adventurers? Complicating the situation is the fact that the old armory is located near the ruins of the summer estate of Count Bekus,... [click here for more] |
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“Peace is such…a fragile thing.”
-Sapora
Written for a party of 3rd to 5th level characters “Lelathon Village” follows K1 “A Trip to Town” and K1.5 “Where the Dead Speak.”
At last, the PCs arrive in Lelathon Village. Though they are most likely seeking conventional adventures in dank dungeons, they will inadvertently become embroiled in a conspiracy by the... [click here for more] |
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Nature is cruel, but fair. But mostly cruel.
This work adds a new druidical circle, the Circle of Ash. Druids of the Circle of Ash draw their magic from what lies beneath the shadows of nature, the Ashenfey of Shadash the Lady of Ashes.
This work includes the following:
The Circle of Ash
New Spells: Ashen Touch, Corpse Vine, and Wall of Ash
New Monster: Corpse Vine Zombie
New Metaphysics: The Three... [click here for more] |
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This work introduces the legacy of the Frostcursed: humanoids descended from resurrected undead dwarves who brought the Frostcurse upon themselves for their crimes against their people. These people are sometimes known as the frost marked but are also sometimes referred to with the confusing designation of the Frostcursed.
This work provides the history/background for the legacy of the Frostcursed,... [click here for more] |
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This work introduces the flame touched; humanoids descended from victims of the fire magic experiments of two Imperial researchers.
This work provides the history/background for the flame touched, the rules for making flame touched characters, new spells and new magic items.
New Spells
Ash Storm
Burning Rockfall
Combustion
Cone... [click here for more] |
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Play a fighter with sole and kick your foes with footwear weapons!
As is often the case, there was a Facebook post asking about how many attacks a character with extra arms would get. After giving a RAW response, I joked about a character wielding a dagger in each hand, having a mouth dagger, wearing boot daggers and sporting armor with 20 attached daggers. This quickly devolved into another joke... [click here for more] |
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