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Blood, Salt & Bones

Blood, Salt & Bones


Meet some of the high sea's strangest ships and their salty crews Looking for the Fantasy Grounds module? Find it here. Who says the open sea has to be a cold and lonely place? Fill out the vast blue in your world with this collection of 24 ships and their unique crews. Adventure is sure to follow in these ships' wakes!...   [click here for more]
Dungeon Masters Guild  $14.95

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Leverage: Waterdeep - "One Hand Washes the Other"

Leverage: Waterdeep - "One Hand Washes the Other"


The chimneys of Trollskull Manor must be repaired before you can open for business. Unfortunately, you don't have the dragons to pay for the guild-licensed work. Luckily for you, a skilled steeplejack has his own problems that you're uniquely skilled at solving. After being robbed, his wife risks jail if she can't recover the stolen goods before her employer learns of their absence. The steeplejack...   [click here for more]
Dungeon Masters Guild  $1.99

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Leverage: Waterdeep - "Waste Not, Want Not"

Leverage: Waterdeep - "Waste Not, Want Not"


Trollskull Manor stinks. With its sewage system impossibly clogged, you don’t have the gold to pay the Cellarers’ and Plumbers’ Guild for its repair — to say nothing of the fines that you’re wracking up daily. The only spot of luck in a terrible week is that a journeyman plumber has his own problem that you are uniquely suited to resolve. His nephew is convinced that...   [click here for more]
Dungeon Masters Guild  $1.99

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Leverage: Waterdeep - "Putting the Cart Before the Horse"

Leverage: Waterdeep - "Putting the Cart Before the Horse"


As more customers trickle into Trollskull Manor, you find that service has become standing room only. After much of the furniture was destroyed while the tavern stood derelict, you discover that you must replace most of your tables, benches and stools. One of your neighbors has worse luck than you — he has a degenerate gambler brother-in-law who is about to lose his livelihood. Luckily for...   [click here for more]
Dungeon Masters Guild  $1.99

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Elminster Takes Initiative

Elminster Takes Initiative


DMs, are you tired of the bookkeeping that goes into determining initiative order? Players, are you tired of your DM screwing up initiative order? Are you looking for new and exciting ways to spice up your combat order? Elminster has heard your cries and taken the initiative. In this supplement, you'll find five new ways to approach initiative. From the streamlined (Convention Initiative, Monster...   [click here for more]
Dungeon Masters Guild  $1.00

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Mordenkainen's Compendium of Quirks, Vol. III

Mordenkainen's Compendium of Quirks, Vol. III


While traveling the Multiverse, Mordenkainen lost his spellbook in the dread domain of Barovia. A wizard found his spellbook and organized its secrets into different compendia. Do you dare crack its pages to glean insight into Mordenkainen's secrets of magic? The first volume provides supplemental rules for magic item quirks for use with 5E Dungeons & Dragons. It includes quirks for 21 legendary...   [click here for more]
Dungeon Masters Guild  $1.00

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Mordenkainen's Compendium of Quirks, Vol. I

Mordenkainen's Compendium of Quirks, Vol. I


While traveling the Multiverse, Mordenkainen lost his spellbook in the dread domain of Barovia. A wizard found his spellbook and organized its secrets into different compendia. Do you dare crack its pages to glean insight into Mordenkainen's secrets of magic? The first volume provides supplemental rules for magic item quirks for use with 5E Dungeons & Dragons. It includes quirks for 74 uncommon...   [click here for more]
Dungeon Masters Guild  $1.00

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Mordenkainen's Compendium of Quirks, Vol. II

Mordenkainen's Compendium of Quirks, Vol. II


While traveling the Multiverse, Mordenkainen lost his spellbook in the dread domain of Barovia. A wizard found his spellbook and organized its secrets into different compendia. Do you dare crack its pages to glean insight into Mordenkainen's secrets of magic? Thousands have downloaded Volume I of the Compendium. In the second volume, you learn the method to the madness of some of these quirks such...   [click here for more]
Dungeon Masters Guild  $1.00

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Tales of the Low Roads: Dulcimer's Guide to Death & Dying

Tales of the Low Roads: Dulcimer's Guide to Death & Dying


Players, are you tired of characters dying premature deaths only to be raised or resurrected? DMs, are you tired of fudging rolls to avoid killing your players? Do you want more of a narrative approach to your character's death? If you answered yes to any of these questions, the bard Dulcimer de Kaula has the cure for your common deaths. The Low Roads are an optional rule for death & dying in...   [click here for more]
Dungeon Masters Guild  $2.00

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Selûne's Gaze: Class Options for Dragon Heist

Selûne's Gaze: Class Options for Dragon Heist


Use the power of the moon to pull off your Dragon Heist! This product offers players the five new class options for use while adventuring in Waterdeep and the rest of the Forgotten Realms: Path of the Beast Within - barbarians whose rage is fueled by their heritage of lycanthropy Knight of the Blue Moon - fighter-mages who exploits the strands between the moon and the Weave...   [click here for more]
Dungeon Masters Guild  $2.00

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Blood, Salt & Bones (Fantasy Grounds)

Blood, Salt & Bones (Fantasy Grounds)


Meet some of the high sea's strangest ships and their salty crews This is a module for the Fantasy Grounds VTT. If you are looking for the PDF - click here. Who says the open sea has to be a cold and lonely place? Fill out the vast blue in your world with this collection of 24 ships and their unique crews. Adventure is sure...   [click here for more]
Dungeon Masters Guild  $22.45

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Volo's Unexpected Backgrounds

Volo's Unexpected Backgrounds


The famed traveling scholar Volothamp Geddarm has taken a break from his guide to monsters to highlight the backgrounds of those that he has met while traveling the Forgotten Realms. These include: Survivor: someone who escaped unspeakable horrors and is trying to rebuild a life of adventuring. Great for players who want a dark or tragic background. Failed Apprentice: someone who tried...   [click here for more]
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Mordenkainen's Musings: Nature & Nurture in the Multiverse

Mordenkainen's Musings: Nature & Nurture in the Multiverse


Have you ever wanted to play a race and class combination that seemed fun, but decided not to because you wouldn't get a 16 or better in your primary ability score? If so, then this supplement is for you! We are also tired of seeing your class dictate your fantasy race. We have rectified this prolem by hacking the 5E ruleset. By adapting a rule from 13th Age, now you will get an ability score from...   [click here for more]
Dungeon Masters Guild  $1.00

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