Title |
Publisher |
Price ▲ |
Red Larch; Temple of Black Earth is the 6th module that follows along with the official book Princes of the Apocalypse from Wizards of the Coast. This module provides stats for the monsters and encounters found in the main book and modifies somewhat to enhance play.
It is designed to be easy to read and printer-friendly. The adventure is designed to challenge... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
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] |
Dungeon Masters Guild |
Pay What You Want
|
For hundreds of years the dwarven fortress Velkuhm Keep, has remained abandoned. Thought to be sundered and uninhabitable after a devastating earthquake the surviving Steelbuster clan were scattered across land.
Now it’s once jovial halls are tainted by the foul presence of an evil Minotaur Kirdak, proclaiming himself the rightful Horned King. Wielding Baphomet’s cursed glaive Heartcleaver,... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
This story explores the corruption of the Gulthias tree spreading out from the underdark of Barovia. The players will follow the corruption underground, and find the roots of the Gulthias tree and what lurks there...
This is a 2-3 hour adventure for two level 5 characters playing Curse of Strahd. I've written it as a one shot adventure for a character who missed 2 sessions while in Vallaki. This adventure... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Deep in the heart of the mountains lies the dwarven stronghold of Clan Rustfire, but it has fallen into darkness. The shadow dragon Nyxaloth and her minions have taken over the halls, driving out the dwarves and laying waste to their once-great city. You are a group of adventurers hired by Thrain Silverbeard, the leader of Clan Rustfire, to defeat Nyxaloth and her army and reclaim the halls. Descend... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Stormwreck Isle 002 is a small expansion to the published box set by Wizards of the Coast. It expands on the Seagrow Caves chapter, but could be used as a stand-alone set of encounters for a side quest if needed. The module moves the violet fungus from the main cavern of the caves to a side chamber filled with dying mushrooms. A second cavern contains another encounter and foreshadows... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Stormwreck 003: Expanded Hot Springs Havoc is a small module that expands on the Hot Springs Havoc encounter found in the Stormwreck Isle starter box set published by Wizards of the Coast. It takes the single encounter and adds to it making a night of gaming that adds clues to further adventure on the island.
The module is designed for 3rd level PCs and contains all the information needed... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Stormwreck 004: Expanded Observatory is an alternative ending set of encounters for the climax to the Stormwreck Isle starter box set published by Wizards of the Coast. It takes away the initial encounter with Sparkrender and expands upon the second encounter when he is performing the ritual.
The module is designed for 4th level PCs and contains all the information needed to include monster... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Stormwreck 005 is a seperate adventure that supports the the published box set. It is designed to be used with the modified series, but specifically 001 that uses a modified village not found in the box set. The adventure involves the PCs being told about a secret cave holding abandoned pirate treasure. What could go wrong.
The adventure is designed to be played in a few hours using 4th level... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Stormwreck Isle: Cultist Cove is a follow-on adventure designed to extend play beyond the published box set. It can be played as a stand-alone adventure, but recommended to be played with the other modules in this series. The PCs discover that dragon cultists are on the island looking to take dragon bones to use in their own nefarious purposes. The PCs can negotiate with the pirates working... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Introduction
The heroes take on an upcoming thieves’ guild in Neverwinter called the “Hole in the Wall Gang” run by the halfling Shaena Underbough.
The guild just moved into the northern wing of a branched cellar system under an unassuming house in the Neverwinter Bluelake District. Passing through the southern wing of the cellars, they can investigate the remains of a long-gone elemental... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Designed for new DMs to get comfortable with the idea of adding extra content into the officially published D&D adventures, Tales from the Stonehill Inn is a fantastic addition to any table. These ten quests may be played alongside either Lost Mine of Phandelver, Dragon of Icespire Peak, or really any campaign you're running that features an inn, tavern, or another place where NPCs may gather.... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Upon the winds, whispers doth carry of a dark and treacherous band, hailing themselves as the Claw. Venturing into the depths of the Underdark, these opportunists are said to reap the spoils of the mighty behir. The fearsome beast, with hide as strong as steel, horns that glisten like diamonds, and talons sharp as the finest blades, holds great value. The beast's parts can be fashioned into... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Highgate Fall, the name of the town rings in the annals of heroes. The bards sing of the War with the Orc Horde Naa'zi. How sixty years ago the Naa'zi horde broke from the mountains and invaded Gaul and how they attacked with such strength and ferocity that the Gauulish were routed and driven into the sea.<o:p></o:p>
Highgate Fall was the place, where the Gaaulish, and their allies, the men... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Introduction
The dyers guild of the small mining town Leilon located on the northern Sword Coast has established trade relations with a lizardfolk tribe of the nearby Mere of the Dead Men. During their last annual trade meeting, the lizards ambushed the dyers guild members and dragged them back to their sunken temple. Only a single dyer was able to escape. The town council of Leilon... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Deep in the heart of the Anauroch desert, a portal opens. A mummy lord awakens form his slumber. A mysterious cult reappears. And adventure awaits those who dare disturb the Tomb of the Earth King...
When strange disasters befall the fontier town of Kenamon, a party of adventurers is called to investigate. They must delve into the heart of a fallen desert kingdom where they face intelligent... [click here for more] |
Dungeon Masters Guild |
$2.00
|
... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Relics, profit, and gastronomy abound in this Dungeons and Dragons adventure!
Have you ever wondered what can happen if you pile together the spoils of a lifetime of adventuring in a cellar? Harold Shale did just that and used them to create a fake, supposedly safe dungeon, the Undermaze. Our heroes will soon be able to answer that question!
While enjoying an ale at Harold's... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Introduction
The heroes heard through the grapevine that the crew of a small pirate ship, lying off the coast of Neverwinter, got hold of a valuable booty. They capture the boat just to find out that the treasure chest was already carried to a nearby cave with an underwater entrance.
A fungus myconid circle inhabits the branched cave system. The myconids will let the heroes pass... [click here for more] |
Dungeon Masters Guild |
$2.00
|
This is a PDF of Undermountain Bestiary. If you are looking for the Fantasy Grounds VTT module – click here.
From D&D Editions past comes a collection of monsters that thrive in Undermountain!
What’s inside the Undermountain Bestiary:
Monsters from 2nd and 3rd edition from Undermountain-specific sources and monster manuals.
The beholderkin eyeball swarm, bi-nou,... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Desolation and horror await the innocent lives of the Forgotten Realms if the Dragon Emperor breaks the chains that imprison Sokrrax the Demon Wyrm, a large red drake that once sundered the land before he was imprisoned deep beneath the ground by five wizards. The Dragon Emperor begins his move to retrieve the final key to Sokrrax’s prison, found by one of his cultists in the ruins near Silverrock. ... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
So, you’re here to inquire about the strange circumstances up at Wyvern Tor? Better you than me going up there, I tell you! Some people say that it’s the lost soul of a mournful farmer, intent on murdering those who killed her husband. Others say it’s a long lost priestess of some crazed god, looking to resurrect him. But between you and me, I think it’s one of those damned necromancers, out... [click here for more] |
Dungeon Masters Guild |
$2.00
|
Quanti cuori servono per salvare una vita?
La richiesta d'aiuto di una famiglia nel remoto villaggio di Tarbar vi porterà alla ricerca del cuore di un leggendario cerusico, l'ultima speranza per salvare il futuro di un bambino in difficoltà.
Solo un trapianto di cuore potrà salvare il piccolo Darvin, ma riuscirete a fare tutto il necessario prima che sia... [click here for more] |
Dungeon Masters Guild |
$2.12
|
Kellerratten – Es beginnt wie immer in einer Taverne …
Dieses Dungeons & Dragons-Abenteuer ist perfekt für Gruppen der Stufen 1 bis 2 und bietet Spielleitern ein einfaches Abenteuer, mit dem sie eine Kampagne beginnen oder das sie einfach in jede Kampagnen-Welt einbauen können, in der es eine Taverne gibt.
Highlights des Abenteuers:... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Une aventure pour découvrir un pan de l'histoire des orcs de Thar
Les aventuriers, peut-être grâce à la présence d'un demi-orc dans leur groupe, ou bien en ayant entendu les légendes de la région, ont eu vent d'un lieu sacré orc. ... [click here for more] |
Dungeon Masters Guild |
$2.12
|
French handouts for Curse of Strahd
English
These are my personnal translation of the official handouts from Curse of Strahd. I struggled to find them in french and good quality so I made my own version. You will find the final PNG files but also PSD files if you want to edit them yourself.
Consider leaving a tip to help me in my work and have fun playing Curse of Strahd !
Français
Voici ma traduction... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
A small mining village near the edge of Thar goes silent.
You are sent to investigate...and discover that the truth is much worse than expected.
A two- to four-hour Adventurers League-legal adventure for Tier 2 characters. It primarily takes place near the border of Thar, but the opening is in Phlan. Optimized for APL 8.
Purchase includes:
Full-color PDF of adventure
Printer friendly PDF version... [click here for more] |
Dungeon Masters Guild |
$2.99 $2.39
|
The city state of Thentia is plagued with relentless storms, with no sunlight in sight. The local wizards believe that the weather may be linked to a sunken ruin and the previous expedition has gone missing. Will the party be able to rescue the adventurers and clear the skies once and for all?
This two-hour adventure is designed for Tier-1 characters and optimized for level 3s. Additionally,... [click here for more] |
Dungeon Masters Guild |
$2.99 $2.39
|
After the encounter with a strange child and his family, it is time for a little rest in Easthaven. A party of trappers return to Easthaven speaking of attacks by walking dead and large tentacle creatures. Time to investigate this strange report and see what threat it may be to the town of Easthaven.
Part Two of the Reaching through Space and Time Series of Adventures.
A Four-Hour Adventure for... [click here for more] |
Dungeon Masters Guild |
$2.99 $2.39
|
In 1991, TSR published the module named “Nightmare Keep” with the module code “FA2”. It was written by Rick Swan and illustrated by Valerie Valusek and Terry Dykstra with the cover art illustrated by Brom. This 64-page booklet had an outer folder containing encounter tables and fold-out maps. The adventure was designed as an ultimate death-trap dungeon, for groups bored with adventures... [click here for more] |
Dungeon Masters Guild |
$2.45
|
A ready-to-use table of 100 random mildly magical trinkets.
In a world of magical items, sometimes some smaller scale items are needed, not with any great magical powers, but small items that may bring a smile to a face, or make a task easier, or perhaps the magical mishaps of an artificer learning their craft.
This supplement provides 100 different minor magical trinkets that could be found in a... [click here for more] |
Dungeon Masters Guild |
$2.47
|
Beregost is a large town just outside of the magical library of Candlekeep. A terrible curse has befallen the land, causing crops to wither and die just before the harvest. All hope seems lost until a group of aspiring heroes stumble into town. After a quest to find a sage at Candlekeep goes sideways, will the heroes be able to save the town?
A Candlekeep Bookend
This short adventure... [click here for more] |
Dungeon Masters Guild |
$2.49
|
Cult of the Horned King
A 4 player, 3rd to 5th level one/two-shot adventure for D&D 5e
Introduction
This adventure is written for the Dungeon Master. It contains a one shot adventure for players running D&D 5e, as well as references to monsters and items from the Player's Handbook (PHB), Monster Manual (MM), Dungeon Master's Guide (DMG), Volos Guide to Monsters (VGM), Mordenkainen’s... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
The town of Termalaine is experiencing a strangely warm day, with the temperature almost up to freezing, and its rivals want to know why. What secrets are behind this spell of mild weather?
A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3.
This Dungeoncraft adventure is set in and near the Ten Towns village of Termalaine in the Icewind Dale and... [click here for more] |
Dungeon Masters Guild |
$2.50
|
Justice for Neverwinter Union Strike!
A new mining company has set its eyes on Neverwinter. Providing the best quality ores and minerals, ForestCo aims to make a profit any way it can; even if it comes from exploiting its workers. But the employees won't tolerate abuses for long, and it soon falls to a hearty group of adventurers - you - to help them to form a trade union! But will their... [click here for more] |
Dungeon Masters Guild |
$2.50
|
Lever Room Doom! - A complex trap room to challenge Tier 3 Parties.
Collect Runes hidden in the room and place them in the correct order at a hard to reach portal to activate it and escape. Working against players is a seaweed maelstrom, acid pit, and an endlessly regenerating murder of Chaos Crows (see appendix).
The Chaos Crows are the embodiment of the room and fly around pulling... [click here for more] |
Dungeon Masters Guild |
$2.50
|
Find an ancient Tome in an ancient Temple.
This is a one-shot for 6th level players. It can be played as an extra mission in Storm King's Thunder, or any campaign in or around Silverymoon.
The adventurers are asked, by The Conclave of Silverymoon, to retrieve a Netheril Tome from an ancient Mystryl temple in Silverwood. Obviously, this won't be easy. They'll have to face monsters, puzzles, and traps.... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
This adventure is designed for a party of 7th to 8th level characters. It is set in the Forgotten Realms.
A repurposed asylum beneath the streets of Waterdeep serves as home to a nefarious wizard with sinister plans for an unsuspecting populace.
This is the sixth adventure in the Seldom Spring series. It can be played independently or as part of that series.
Update (Jan21): This is a cosmetic update... [click here for more] |
Dungeon Masters Guild |
$2.50
|
Embark on a journey to a ruined fort, seeking a powerful relic hidden under its walls.
A group of adventurers is invited by a local priest to aid in a search for an old relic that, once recovered, will bring safety and prosperity to the village. According to the survivors, the relic was once seen in the possession of a druid who perished in a dragon attack, behind the walls of a now-ruined fort. Unfortunately,... [click here for more] |
Dungeon Masters Guild |
$2.50
|
This is a 5E conversion of the popular 3E adventure module Return to the Temple of Elemental Evil (2001). The original was designed for a party of four 4th-level characters who advance to 14th level by the end of the adventure. Following DMs Guild guidelines, this conversion guide places the adventure in the Forgotten Realms campaign setting, and updates each encounter, monster, and NPC so that the... [click here for more] |
Dungeon Masters Guild |
$2.50
|
This is a 5E conversion of the popular 3E adventure module Return to the Temple of Elemental Evil (2001). The original was designed for a party of four 4th-level characters who advance to 14th level by the end of the adventure. Following DMs Guild guidelines, this conversion guide places the adventure in the Forgotten Realms campaign setting, and updates each encounter, monster, and NPC so that the... [click here for more] |
Dungeon Masters Guild |
$2.50
|
Dalren Thurdek was once one of the greatest Dwarven Wizards on the Sword Coast. A hero renowned for great deeds, and powerful knowledge and a prized member of the Harpers. However, his tomb and all this great knowledge were lost after the Orc invasions. The once lost forgotten tomb, hidden in the roots of the Sword mountains has been found again by a local Goblinoid tribe, who have begun scavenging... [click here for more] |
Dungeon Masters Guild |
$2.50
|