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Puzzles, Predicaments, and Perplexities

Puzzles, Predicaments, and Perplexities


Also check out the other volumes in this best-selling series!       Adventurers need much more than just brute force, magical powers, and nimble moves in order to survive the dangers that await them. A sharp mind is just as important as a sharp sword. When faced with a challenging puzzle, finding the solution can be the difference between victory and defeat. Puzzles, Predicaments,...   [click here for more]
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Puzzle Master

Puzzle Master


Greetings traveler, you are invited to the grand opening of Aenigma's premiere puzzle dungeon! Congratulations on receiving this illustrious invitation! You'd best be on your way. Dragons don't like to be kept waiting. Challenge and delight your players with the premiere issue of Puzzle Master! Inside this supplement, you will find ten puzzles suitable for every level of play, accompanied...   [click here for more]
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Dungeon Crawling with Style

Dungeon Crawling with Style


Dungeon Crawling with Style An exploration Ruleset for Immersive Dungeons Earlier iterations of the world's greatest RPG game placed greater importance on underground exploration and the tracking of time and resources. These elements were removed from the game a long time ago but we can add them back in with little preparation. Reimplementing these systems gives great depth to dungeon delving...   [click here for more]
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The Malady Codex III: Diseases of the Sea

The Malady Codex III: Diseases of the Sea


This supplement is written by medical students with a love for tabletop roleplaying games. Inspired by the vast array of diseases, and the medieval myths that once surrounded them, we embarked on a mission; to enrich other worlds with fantastical diseases. Deep in each civilization’s roots, there are myths, remedies, and folklore, all revolving around the ailments that affect its people....   [click here for more]
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Politics of Zilargo

Politics of Zilargo


This to-the-point supplement expands on the internal politics of Zilargo, a nation in the Eberron campaign setting. Topics include gnomish families, the Triumvirate and the Trust, Korranberg, Trolanport, Zolanberg, Pylas Pyrial, Dragonroost, and local politics. The Politics series consolidates and expands upon the canonical information from Eberron sourcebooks. A few changes have been made...   [click here for more]
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Ruins Encounters - Random Encounter Tables

Ruins Encounters - Random Encounter Tables


All random tables visible in Previews. Encounter tables for Ruins terrain using the Monster Manual covering low (1-4), mid (5-10) and high levels (11+). Supports Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Random Tables for... Ruins Encounters (Encounters level 1-4, encounters level 5-10, encounters level 11+) Locations (Wilderderness locations,...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 1.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 1.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun! This document contains description...   [click here for more]
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Puzzles, Predicaments, and Perplexities (Fantasy Grounds)

Puzzles, Predicaments, and Perplexities (Fantasy Grounds)


Adventurers need much more than just brute force, magical powers, and nimble moves in order to survive the dangers that await them. A sharp mind is just as important as a sharp sword. When faced with a challenging puzzle, finding the solution can be the difference between victory and defeat, now for Fantasy Grounds! Puzzles, Predicaments, and Perplexities contains a collection...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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City, Dungeon and Wilderness Encounters using the Monster Manual

City, Dungeon and Wilderness Encounters using the Monster Manual


Encounter tables using the Monster Manual. All tables visible in Preview Encounter tables for Low (1-4), Mid (5-10) each including several non-combat encounters. Includes: In the City (low & mid city encounters, city beasts, city locations, street personalities) In the Dungeon (low & mid dungeon encounters, dungeon vermin, dungeon locations, dungeon doors)...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 3.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 3.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 4.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 4.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 5.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 5.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 23.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 23.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 12 combat encounters that might occur when your party exploring Level 23Mad Wizard’s Lair. You will find useful advices on how to use creatures in combat....   [click here for more]
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Ins & Outs of Undermountain - Waterdeep Dungeon of the Mad Mage Supplement

Ins & Outs of Undermountain - Waterdeep Dungeon of the Mad Mage Supplement


Delve direct into the depths of the Dungeon of the Mad Mage. 10 character-level appropriate adventure hooks in and around Waterdeep for entering each of the first ten levels of Undermountain! A young female dwarf with a raven on her shoulder sits alone at a small table for two at a corner in front of one of the ornate windows of the Yawning Portal. Occasionally a grizzled adventurer...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 22.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 22.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 22 combat encounters that might occur when your party exploring Level 22Shadowdusk Hold. You will find useful advices on how to use creatures in combat....   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 21.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 21.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 24 combat encounters that might occur when your party exploring Level 21Terminus Level. You will find useful advices on how to use creatures in combat....   [click here for more]
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Walk of the Dead - 5E Dungeon Crawl Adventure

Walk of the Dead - 5E Dungeon Crawl Adventure


Delve through the Walk of the Dead. Uncover the cult at work below. Brave the darkest depths to uncover the mysteries that surround the ancient corridors and perhaps, you may even find the real evil that waits below. Adventure intended for adventuring parties of level 8 to 12 depending on magical items, total players, and how cruel of a DM you can be. All extra monsters found within the dungeon use...   [click here for more]
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Old School Hacks Vol. 3: Megadungeon Mayhem

Old School Hacks Vol. 3: Megadungeon Mayhem


The third volume in the Old School Hacks series is here and it's all about making megadungeons awesome! This 34-page guide features four chapters of material covering: What makes a megadungeon tick? Tons of tools and advice for varying the environment, monsters, hazards, and challenges in the dungeon. Variant and optional rules to help make megadungeon campaigns feel different from...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 10.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 10.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! Here you will find description for ALL 25 combat encounters that might occur when your party explore Level 10: Muiral’s Gauntlet. You will find useful advices on how to use creatures in combat. Where should they stand? What course of...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 20.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 20.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 13 combat encounters that might occur when your party exploring Level 20Runestone Caverns. You will find useful advices on how to use creatures...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 14.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 14.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 31 combat encounters that might occur when your party exploring Level 14: Arcturiadoom. You will find useful advices on how to use creatures in combat. Where should they stand? What course...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 15.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 15.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 15 combat encounters that might occur when your party exploring Level 15: Obstacle Course. You will find useful advices on how to use creatures in combat. Where should they stand? What course...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 18.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 18.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 15 combat encounters that might occur when your party exploring Level 18: Vanrakdoom. You will find useful advices on how to use creatures in combat. Where...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 19.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 19.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 11 combat encounters that might occur when your party exploring Level 19Caverns of Ooze. You will find useful advices on how to use creatures in combat....   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 9.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 9.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to make your combats faster and better, this guide is for you! Here you will find description for ALL 25 combat encounters that might occur when your party explore Level 9: Dweomercore. You will find useful advices on how to use creatures in combat. Where should they stand? What course of action will be most...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 17.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 17.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 16 combat encounters that might occur when your party exploring Level 17: Seadeeps. You will find useful advices on how to use creatures in combat. Where should they stand? What course of...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 16.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 16.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 31 combat encounters that might occur when your party exploring Level 16: Crystal Labyrinth. You will find useful advices on how to use creatures in combat. Where should they stand? What...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 12.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 12.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 26 combat encounters that might occur when your party exploring Level 12: Maze Level. You will find useful advices on how to use creatures in combat. Where should they stand? What course...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 13.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 13.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 10 combat encounters that might occur when your party exploring Level 13: Trobriand’s Graveyard. You will find useful advices on how to use creatures in combat. Where should they stand?...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 11.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 11.


If you are a DM of Waterdeep: Dungeon of the Mad Mage and you want to run your combat encounters faster and better, this guide is for you! In this guide you will find description for ALL 20 combat encounters that might occur when your party exploring Level 11: Troglodyte Warrens. You will find useful advices on how to use creatures in combat. Where should they stand? What...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 6.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 6.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 8.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 8.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 7.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 7.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
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Necromancer Trinkets

Necromancer Trinkets


Necromancer Trinkets This supplement introduces Fifty new trinkets that you may find in a necromancer’s workshop The trinkets presented in this supplement are inspirited by the gothic horror genre and will bring an additional layer of depth to any Horror adventure, Ravenloft or Curse of Strahd campaign. Many of the Trinkets are designed as plot devices to inspire...   [click here for more]
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100 Demon Lords

100 Demon Lords


One hundred terrifying demon lords that will bring wreck and ruin to your players!  ...   [click here for more]
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Mirror Mirror on the Wall - 20 Rhyming Riddles

Mirror Mirror on the Wall - 20 Rhyming Riddles


This tome is a collection of twenty rhyming riddles posed by a Magic Mirror. In this tome a Magic Mirror is a mischievous entity who will invariably speak to people in rhyme and will probably ask whoever is present a riddle. If the person(s) are quick-witted and can answer the riddle correctly the Magic Mirror may reward them. Sometimes the Magic Mirror will ask for assistance or will offer guidance...   [click here for more]
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Acererak's Guide to Lichdom - Versione Italiana

Acererak's Guide to Lichdom - Versione Italiana


Scoprite i segreti dei lich dal più potente lich di tutti: Acererak. Le sue parole sono state fondamentali nel creare questo manoscritto di 32 pagine. Continuate a leggere per scoprire: -  40 nuovi tratti e azioni. -  4 nuovi lich pronti a diventare i prossimi grandi nemici nella vostra campagna.  -  2 nuovi mostri e 1 nuovo PNG. -  Il Baelnorn: un elfo lich buono che usa la necromanzia per...   [click here for more]
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Old School Guide to Dungeon of the Mad Mage

Old School Guide to Dungeon of the Mad Mage


Free entertainment during pandemic times. In light of current events, I have decided to offer this adventure for free. It's a small gesture but I hope it can help a little bit. Old School Guide to Dungeon of the Mad Mage There’s a problem with Waterdeep: Dungeon of the Mad Mage - there is no good reason to explore it. Narratively, characters want to return with riches and tales of...   [click here for more]
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The Bookhounds of Eberron

The Bookhounds of Eberron


If knowledge is power, books are worth more than gold. Back alley deals. Whispered conversations at secluded inn tables. Handshakes and slit throats. Books and gold flow through the land like water. The Bookhounds of Eberron allows gamemasters and players to tell a variety of stories. The treasure the party seeks in dungeons or towering mansions is books. This PDF includes a description...   [click here for more]
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King of the Road

King of the Road


Looking to add some friendly competition to your Dungeons and Dragons games? Maybe gain some personal satisfaction as you play your character? Are you interested in adding an extra layer of fun and complexity to your campaign by implementing an achievements system? How about becoming a king? Well then, King of the Road is for you! King of the Road provides a system that encourages...   [click here for more]
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Goblin Problem!

Goblin Problem!


An Introductory Adventure for fledgeling DMs & three to five 1st Level Characters. Goblins are raiding trade roads that lead to a waypoint village, and the adventurers have been hired to delve into their fortress to put a stop to their attacks. Goblin Problem! is simple to run and is structured to guide players who are new to running adventures for Dungeons...   [click here for more]
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Volo's Guide to Ghosts - Versione Italiana

Volo's Guide to Ghosts - Versione Italiana


In questa guida abbiamo riportato tutto quello che abbiamo imparato da Volo sui fantasmi. Ci ha assicurato di aver ottenuto di prima persona la maggior parte delle informazioni qui incluse, mentre il resto proviene da fonti più che affidabili. In questo supplemento troverete: - Tabelle per creare Origini, Aspetti e Legami dei fantasmi - Nuove Azioni e Tratti per i vostri fantasmi - Aiuto su come...   [click here for more]
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Niezbędnik Samotnego Poszukiwacza Przygód

Niezbędnik Samotnego Poszukiwacza Przygód


Nie możesz znaleźć grupy do D&D i masz już tego dość? Uwielbiasz D&D i wszystko, co ze sobą niesie, ale nie masz jak oddać się swojej pasji? 5e Solo Gamebooks oraz Janek Sielicki Publishing prezentują Niezbędnik Samotnego Poszukiwacza Przygód. Dodatek to owoc miesięcy ciężkiej pracy i prezentuje kompletny system do generowania szczegółowych i wciągających przygód...   [click here for more]
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Kazerabet's Art of Necromancy Volume III: Ghouls

Kazerabet's Art of Necromancy Volume III: Ghouls


The Philosopher-Queen of Ysawis, Kazerabet, details her research on ghouls and ghasts. This volume includes a detailed look at ghouls and ghasts in the style of Volo's Guide to Monsters or Mordenkainen's Tome of Foes. Included are tables for ghoul personality traits, a sample lair, trinkets, two updated spells and a magic item, ghoul variants, plus six ghast NPCs. Please send comments...   [click here for more]
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THE WHITEFAIRE ADVENTURERS GUIDE: A PLAYER AND DM SUPPLEMENT

THE WHITEFAIRE ADVENTURERS GUIDE: A PLAYER AND DM SUPPLEMENT


"...The Dark Peaks team has done an excellent job of creating a unique region that has its own distinct flavor while still holding to that traditional D&D feel.... Whitefaire Adventurer’s Guide has all of the information you would need to carry out a full campaign, or more, in another region of the Faerun. It’s elegantly written with an extensive history and a dash of humor...."   ...   [click here for more]
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Fantastic Terrain 2

Fantastic Terrain 2


FANTASTIC TERRAIN II! A COLLECTION OF ENVIRONMENTAL EFFECTS TO HELP AND HINDER YOUR HEROES! Geek Tyrant: "...It’s definitely a very cool supplement and DMs should consider grabbing it for their toolbox." Fantastic Terrain II is the sequel to our Best-selling Fantastic Terrain! The popularity of the first book just blew us away. We went back hard at work to give you 50 new terrain to help bring your...   [click here for more]
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On Her Majesty’s Pest Control Service

On Her Majesty’s Pest Control Service


On Her Majesty's Pest Control Service This One Shot Adventure Module contains: The story for a single adventure Tips on how to run a introduction session for new TTRPG players Builds for several new monsters Build and Background for a NPC Puzzles and riddles for your party to solve Maps and ideas for special combat encounters The Story Like most large...   [click here for more]
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Stone Dwarves Can't Dunk - a Basketball rule set for D&D

Stone Dwarves Can't Dunk - a Basketball rule set for D&D


Do you want to try some combat without fighting? Have some friendly NPCs that you don't want getting hurt? Or maybe your players have said they want to try something a bit different? Then this might be what you're looking for, an adaptation of Basketball into D&D! It's not a 1:1 adaptation, since even a 10-minute Basketball game would be 100 rounds and D&D has some non-realistic parts, so instead,...   [click here for more]
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Lost Mine of Phandelver: Forge of Spells - Brazier of Green Flame Rework

Lost Mine of Phandelver: Forge of Spells - Brazier of Green Flame Rework


The Lost Mine of Phandelver: Forge of Spells expansion, Brazier of Green Flame Rework is an addition to your D&D 5th Edition adventure. This document contains an improved system for permanent magical effects with risk and consequences table. It was designed to add more memorable encounter to the pinnacle conclusion of the D&D starter set: Lost Mine of...   [click here for more]
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