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Phandalin: Return to Phandalin

Phandalin: Return to Phandalin


Return to Phandalin is a collection of short modules centered around an updated Town of Phandalin. The first part provides an overview of the town several months after the events of the starter boxed adventure; Lost Mines of Phandelver. The town has grown with new business and NPCs which can be used for further adventures. The second section of the adventure...   [click here for more]
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Leilon: City of Adventure

Leilon: City of Adventure


Leilon: City of Adventure is a module designed to aid you, the DM, with over 40 pages describing the ruined town as it stands today and also provides 4 adventures for character levels 3 to 8. The module is broken down into chapters. The first describes a farm converted into a small keep outside the ruined town that is used as a staging base for adventuring parties and provides several NPCs with statistics...   [click here for more]
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Southcrypt Pass

Southcrypt Pass


Introduction: Following the events in the introductory module “Lost Mines of Phandelver”, the characters are asked to investigate rumors of goblins gathering powerful allies. This is followed by investigating and securing the mountain pass across the Sword Mountains into the Kryptgarden Forest. Finding the pass is the easy part, securing it is another matter. The region...   [click here for more]
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Phandalin: Wave Echo Lake

Phandalin: Wave Echo Lake


This is the follow-on adventure to the module Phandalin: Return to Phandalin, which provides an updated town several months after the events of the starter boxed adventure Lost Mines of Phandelver. In this module, the PCs are once again asked to help Gungren the dwarf in defending the mines. Kuo-toa have come from the underground lake and attacked the mines....   [click here for more]
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Phandalin: The Missing Miners

Phandalin: The Missing Miners


Phandalin: The Missing Miners is a new campaign that builds off of information in the module Phandalin: Return to Phandalin, which details the town several months after the events found in the boxed set Lost Mines of Phandelvar by Wizards of the Coast. This new adventure series takes place in and around the town building on information and NPCs...   [click here for more]
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Southcrypt Falls

Southcrypt Falls


Introduction: This is the second module in a series that follows up on furthering the adventure from the starter set Lost Mines of Phandelver. This module contains two mini locations fit for exploration and brings characters further towards the climax brewing in the Sword Mountains. The first is a rescue mission of a noble from Waterdeep who has been captured while on adventure. The other...   [click here for more]
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Phandalin- Return of the Redbrands

Phandalin- Return of the Redbrands


Phandalin- Return of the Redbrands is the 3rd adventure in the new series that started with the module The missing Miners. The adventure builds upon the updated town described in the adventure Return to Phandlain, which details an updated town several months after the starter set Lost Mines of Phandelver. Neither adventure is necessary to complete...   [click here for more]
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Phandalin: The Ruined Abbey

Phandalin: The Ruined Abbey


The Ruined Abbey is the 2nd module in a new campaign arc dealing with the town of Phandalin and the surrounding area. The module uses information on the updated town found in Phandalin: Return to Phandalin, but that module is not needed to complete the adventure. In this adventure, the PCs are asked to investigate a problem with missing farmers trying to...   [click here for more]
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Southcrypt: The Upper Halls

Southcrypt: The Upper Halls


Southcrypt: The Upper Halls is a 26 page adventure set in the Sword Mountains region of the Forgotten Realms. It is the 3rd Southcrypt module that continues the Dungeons & Dragons starter module; Lost Mines of Phandelver. Neither the started module nor the other Southcrypt modules are needed to play this adventure as it can be set in any location. The module...   [click here for more]
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Phandalin: The Naga's Tomb

Phandalin: The Naga's Tomb


This adventure is the 5th in a new campaign arc that started with Phandalin: The Missing Miners that deals with a threat from serpentfolk out of the south. The arc follows the initial modules Phandalin: Return to Phandalin which takes place the year following the events found in the boxed set. This module concludes the serpentfolk threat and brings the PCs into 5th...   [click here for more]
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Phandalin: Castle Whitecloud

Phandalin: Castle Whitecloud


Phandalin: Castle Whitecloud is the 4th adventure in a new series that began with the adventure, Phandalin: The Missing Miners. This series uses the updated details of the town found in the module, Return to Phandalin, which provides an update to the timeline found in the official box set adventure. In this module, the PCs have secured the location...   [click here for more]
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Phandalin: Wave Echo Ghosts

Phandalin: Wave Echo Ghosts


Phandalin: Wave Echo Ghosts continues the Phandalin campaign started with Phandalin: The Missing Miners and builds on information found in Phandalin: Return to Phandalin, but neither is truly needed to use this adventure. This module begins a new story arc where the PCs are summoned by Gungren from Wave Echo Mines to deal with a new problem discovered...   [click here for more]
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Phandalin: Search for Aurilsbane

Phandalin: Search for Aurilsbane


Phandalin: Search for Aurilsbane is the 7th adventure in the Phandalin series that begain with Phandalin: The Missing Miners. It is the 2nd module in the new arc dealing with the winter goddess Auril and uses information in the other Phandalin adventures that uses the modified town after the original boxed set. In this adventure, the PCs take the map found...   [click here for more]
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Leilon: Mere of Dead Men's Tower of Silence

Leilon: Mere of Dead Men's Tower of Silence


This is the 7th supplement to the module; Leilon: City of Adventure. It is more of a side trek outside the city to the Mere of Dead Men where the PCs persue a group of cultists into the swamp to the Tower of Silence. The module provides several encounters with lizardfolk and cultists, including a half-dragon lizardfolk related to the black dragon who rules the swamps....   [click here for more]
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Phandalin: Auril's Vault

Phandalin: Auril's Vault


This adventure is the 8th in the series that started with Phandalin: The Missing Miners and expanded on the updated town of Phandalin, found in the adventure, Return to Phandalin. This adventure is the 3rd in the Cult of Auril arc which follows the follows the first 5 modules that dealt with a snakefolk threat. In this module, the PCs have found the magical sword Aurilsbane and have returned to...   [click here for more]
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Phandalin: Waterdeep Walkabout

Phandalin: Waterdeep Walkabout


Phandalin: Waterdeep Walkabout is the 9th adventure that started with Phandalin: The Missing Miners and brings the heroes on a journey through Kryptgatden Forest and ends in the City of Waterdeep. Along the way, there is adventure and side quests in the forest, Goldenfields, Stump Bog, Rassalandar, and ends in Waterdeep. <o:p></o:p> The whole adventure was...   [click here for more]
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Leilon: The Floating Tower

Leilon: The Floating Tower


Leilon: The Floating Tower is the 4th follow-on module to the overview module, Leilon: City of Adventure. This adventure takes on one of the largest threats in the town, the beholder of the tower. This module is designed for levels 8-9 and can be played in 1-2 nights. ...   [click here for more]
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Leilon: The Church of Lathander

Leilon: The Church of Lathander


Leilon- The Church of Lathander is the 3rd module in the continuing Leilon saga first developed in the module, Leilon- City of Adventure. This adventure piggybacks upon the previous module, but is not needed to play this adventure. The quiet, shell of a church yields more than is expected with a group of cultists taking shelter and raising undead under their control...   [click here for more]
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Red Larch 003: Summit Hall

Red Larch 003: Summit Hall


Red Larch: Summit Hall follows the adventure Red Larch: Knight of Samular, which is a split-off from the Princes of the Apocalypse adventure path by Wizards of the Coast.  In this adventure, the PCs bring the body of the deceased knight to its final resting place within the Hall.  While interacting with the knights and the people of the small town that has sprung up around the keep,...   [click here for more]
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Leilon: The House of Luceren Gray

Leilon: The House of Luceren Gray


The House of Luceren Gray is the second in a series of modules that detail the ruined town of Leilon in the Forgotten Realms. Leilon is located along the Sword Coast between the cities of Waterdeep and Neverwinter. This module follows one of the initial adventures found in Leilon: City of Adventure, found on this site. The characters are asked to investigate the home of a wealthy...   [click here for more]
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Leilon: The Druid's Circle

Leilon: The Druid's Circle


Leilon: The Druid's Circle is the 5th supplemental module to the base adventure Leilon: City of Adventure. This adventure is designed for characters of 5th level, but can easily be played by characters of levels 4-6 with little modification. In this module, the PCs are asked to investigate rumors of a hermit druid living in the wooded area of the stone circle. They...   [click here for more]
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Leilon: The Miller's Stone

Leilon: The Miller's Stone


The Miller's Stone is the thrid supplement in the Leilon series, first started with Leilon: City of Adventure. The town of Leilon is set along the Sword Coast north of Waterdeep in the Forgotten Realms system. It is the first adventure that begins to deal with the ruined tower section of the town and the threats that ley below the ruins. The PCs are asked to retrieve...   [click here for more]
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Leilon: Giants at the Gate

Leilon: Giants at the Gate


Leilon: Giants at the Gate is the 6th supplement to the base module, Leilon: City of Adventure. It is designed for 5th-6th level characters and can be played independant from the other modules, but designed to be played after the module Leilon: The Druids Grove. It is only a few encounters and playable in a single night. Reports point to a goblin...   [click here for more]
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Leilon: The Demon Mines

Leilon: The Demon Mines


This is the 17th supplement to the module, Leilon: City of Adventure. This also ties into the previous two adventures Leilon: The Noble Reception and Leilon: The Kobold Necromancer, but these are not needed to run this adventure. The adventure was designed for 3rd level PCs to be 4th level before the end of the module. It is 30 pages long and...   [click here for more]
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Waterdeep: The Catacombs of Yintros

Waterdeep: The Catacombs of Yintros


The Catacombs of Yintros has long been a hidden dungeon in the city. It is all the remains of a mage academy that was once prominent in the city. The PCs first must discover the secret to enter and the hidden location in order to save a noblewoman who is secretly stalked by members of the Iron Throne. This adventure is 34 pages long and contains all the description and monster...   [click here for more]
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Leilon, The Temple of Tyr

Leilon, The Temple of Tyr


This module is the 10th follow-on adventure to the base module; Leilon City of Adventure. This adventure follows the module The Paladin of Tyr, however it can be played as is without playing the previoous adventure. In this module, the PCs investigate the long sealed temple and discover what happened to the citizens that sought refuge within the inpregnable walls....   [click here for more]
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Leilon: The Paladin of Tyr

Leilon: The Paladin of Tyr


This is the 9th supplement to the introduction module; Leilon. City of Adventure, which takes the ruined city of Leilon into the 5th edition. This module is part 1 of 2 in the exploration to the temple of Tyr, which will follow this module. In this short adventure, the PCs explore the final resting place of the last lord of Leilon. He was a paladin who died trying to push the monsters...   [click here for more]
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Leilon: The Kobold Necromancer

Leilon: The Kobold Necromancer


Leilon: The Kobold Necromancer is the 16th Leilon adventure following up on the last adventure, Leilon: The Noble Reception. This module sends the PCs back to the hills outside the town to deal with the threat of the kobolds from the old mines. The PCs discover what is behind the kobold's ability to control undead. They also get the first look at the next adventure Leilon: The Demon Mines, which...   [click here for more]
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Leilon: The Secret Cult

Leilon: The Secret Cult


This is the 8th module in a series detailing the destroyed town of Leilon and the efforts to explore it once again. A simple quest to bring a signaling bell to the outpost leads the party into a rescue effort to save another adventuring group. The wounded party cannot continue on their quest to stop a group of evil cultists and need the PCs to continue for them. This module loosly continues the...   [click here for more]
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Leilon: The Demon Mines Part 3

Leilon: The Demon Mines Part 3


Leilon: The Demon Mines Part 3 is the final part in the mines trilogy. It culminates with a grand encounter with the demon lord Roxx. The adventure is the 19th module in the Leilon series of loosely connected adventures that take place in and around the ruined city first described in the module; Leilon: City of Adventure. <o:p></o:p> This module is designed...   [click here for more]
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Leilon: The Demon Mines Part2 The Old Temple

Leilon: The Demon Mines Part2 The Old Temple


This adventure is the 18th in the Leilon series. It follows Leilon: The Demon Mines and continues the assault on the mines below the city in search of Roxx, the demon lord. In this module, the PCs explore a section of the mid-levels containing an old temple. It houses a local demon boss for this level that needs to be cleared before the final assault can begin. The 11...   [click here for more]
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Leilon: The Sea Captain's House

Leilon: The Sea Captain's House


The Sea Captain's House is the 11th follow-up module to the base adventure, Leilon: City of Adventure, which describes the ruined city after the effects of the Spellplague has made the region inhabitable once again. This module is a short one night adventure fearuring lizardfolk and a contained dungeon. It introduces a new NPC and hints at a follow-on adventure to...   [click here for more]
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Red Larch 013: The Plunging Torrents

Red Larch 013: The Plunging Torrents


Red Larch 013:  The Plunging Torrents is the last formal adventure that follows the Published adventure, Princes of the Apocalypse, by Wizards of the Coast.  There are some modified material and an expanded side quest, but the adventure mostly provides description and monster stats for the encounters found in the main adventure.   This module is designed for 13th level PCs and is designed...   [click here for more]
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Leilon: The Sea Captain's Ship

Leilon: The Sea Captain's Ship


Leilon: The Sea Captain's Ship is the 13th module in the series that begain with Leilon: City of Adventure, which details the town in the aftermath of the Spellplague and the rebuilding that is happening now. Thei module piggybacks on the last module Leilon: The Sea Captain's House, but this is not needed to play this adventure. The PCs travel...   [click here for more]
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Red Larch 001: Elemental Evil

Red Larch 001: Elemental Evil


Red Larch: Elemental Evil is an adventure that relies heavily upon the free supplement provided by Wizards of the Coast for their Princes of the Apocalypse adventure.  This requires the free supplement to be able to fully use this module.  This adventure provides monster statistics for each encounter and also provides expanded areas and side quests...   [click here for more]
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Red Larch 015: The Marid's Cross

Red Larch 015: The Marid's Cross


Red Larch 015: The Marid's Cross is likely the last adventure tied to the Princes of the Apocalypse campaign published by Wizards of the Coast.  This adventure does not require the published book and can be used as a side trek for PCs in Waterdeep or another town with a collection of swamps nearby.   This module has the PCs in Waterdeep and invited to a noble gala when it is disturbed...   [click here for more]
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Leilon: The Noble Reception

Leilon: The Noble Reception


This adventure is the 15th follow-up adventure in the open ended campaign that started with Leilon: City of Adventure. The adventure starts a new campaign arc starting with 1st level characters. The PCs are fresh into the town and are asked to go on a hunt for an upcoming noble feast. Kobolds in the region are mixing with undead to stir up trouble which leads to clues for an up...   [click here for more]
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Red Larch 014: Waterdeep Trip

Red Larch 014: Waterdeep Trip


Red Larch 014; Waterdeep Trip continues the adventure of the Elemental Evil campaign after the conclusion of the published book, Princes of the Apocalypse.  This adventure has the PCs traveling from Red Larch to Waterdeep where they encounter remnants of the cults banding together with new allies to try and forge a new path.  The resto f the travel allows for several roleplaying...   [click here for more]
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Red Larch 011 The Fane of the Eye

Red Larch 011 The Fane of the Eye


This adventure is the 11th in a series that loosely follows the Elemental Evil storyline.  This module requires the published adventure; Princes of the Apocalypse, by Wizards of the Coast to get the full benefits of this adventure.  Most of this adventure deals with providing the monster statistics for the encounters in this section of the published module.  There is some modifications and...   [click here for more]
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Red Larch 004: Beneath the Giants Lair

Red Larch 004: Beneath the Giants Lair


Red Larch: Beneath the Giants Lair is the 4th in a series that partially follows the Elemental Evil storyline produced by Wizards of the Coast.  It follows the last adventure; Summit Hall, but can be modified to fit another story.  In this adventure, the PCs are asked by the high mage of Summit Hall to return to the monastery from the previous adventure and explore the catacombs beneath the hill. ...   [click here for more]
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Red Larch 002: Knight of Samular

Red Larch 002: Knight of Samular


Red Larch: Knight of Samular follows up on the information found in Red Larch: Elemental Evil, which takes the free supplement from Wizards of the Coast and expands upon it.  This adventure follows the free adventure leading the PCs to find the body of the knight being brought to Summit Hall.  Nothing is easy though and the PCs must stop an orc shaman from bringing...   [click here for more]
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Red Larch: 008 Temple of Eternal Flame

Red Larch: 008 Temple of Eternal Flame


Red Larch: The Temple of Eternal Flame is the 8th adventure that loosly follows the Elemental Evil storyline from Wizards of the Coast.  This module requires the main adventure book to play and only provides supplemental material to that book.   This module provides monster statistics for each encounter in the Temple of Eternal Flame along with small modifications to treasure and monsters encountered. ...   [click here for more]
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Red Larch 012: The Howling Caves

Red Larch 012: The Howling Caves


Red Larch 012: The Howling Caves is the 12th module is a series of adventures that follows the Princes of the Apocalypse campaign book by Wizards of the Coast.  In this adventure, the PCs travel back through the Node to take on the air cult in The Howling Caves.  Most of this module only provides the monster stats for the various rooms inside the campaign book with some additional encounters...   [click here for more]
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Red Larch 007 Cult Retribution

Red Larch 007 Cult Retribution


Red Larch: Cult Retribution is the 7th module in a series that follows along with the adventure book, Princes of the Apocalypse by Wizards of the Coast.  This adventure is a side quest from the main book and does not require it for this module to work.  In the main story, the PCs return to town and discover the cultists are seeking them out in retaliation for attacking the various...   [click here for more]
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Red Larch: 009 Findon's Mask

Red Larch: 009 Findon's Mask


Red Larch: Findon's Mask is the 9th module in a loose series that follows the Princes of the Apocalypse storyline from Wizards of the Coast.  This adventure follows the Temple of Eternal Flame portion of the main story where the PCs find ancient dwarven burial masks.  Upon returning to town a group of dwarves seek them out to recover the masks.  Trouble ensues when a group of giants...   [click here for more]
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Red Larch: 010 Halls of the Hunting Axe

Red Larch: 010 Halls of the Hunting Axe


The Halls of the Hunting Axe is the 10th adventure that loosely follows the Elemental Evil storyline from Wizards of hte Coast.  DMs will need the main adventure book to play this adventure.  This module fleshes out the side quest with the dwarf Gargosh and his quest to find the legendry axe Orcsplitter, followed by a rescue mission created for this module.   This adventure is...   [click here for more]
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Red Larch 005: Sacred Stone Monastery

Red Larch 005: Sacred Stone Monastery


Red Larch: Sacred Stone Monastery is a return to the Elemental Evil storyline from the side quests Summit Hall and Knight of Samular.  You will need the published adventure in order to use this supplement.  This 12 page accessory provides statblocks and some minor changes to the monsters and treasure found in the monastery that may differ from the...   [click here for more]
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Waterdeep: The Iron Throne Hideout

Waterdeep: The Iron Throne Hideout


The Iron Throne Hideout is the second in an arc involving Waterdeep and the group known as the Iron Throne. This adventure is designed to take place after The Catacombs of Yintros. In this adventure, the PCs are asked to track down the adversaries from the last module. It is a revenge mission, but the nobles of Waterdeep are always looking after their business and the PCs are also tied in with a...   [click here for more]
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