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A Dilemma of Humans and Yuan ti

A Dilemma of Humans and Yuan ti


Here is your day's chultan adventure for the price of a small coffee! DM or play in this adventure of thrill as adventurers are forced to make difficult choices, slay dangerous creatures, explore a fortress, and save Chultans! This adventure comes with: 1. Two maps designed for the purpose of the plot! 2. A plot that makes player decision important! 3. Memorable NPC's and an immersive plot! This...   [click here for more]
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A Hardbuckler Story: The Gates of Madness

A Hardbuckler Story: The Gates of Madness


Gate of Madness: A Hardbuckler Story [An 80+ page adventure for level 7 - 10.] Outside the Gnomish Village of Hardbuckler a young couple looked to start a life together. They dreamed of wonderful friends, loving children, and everything else that came along with that. They did not - however - know they had built their house upon an old thieve's den. Nor did they know the thieves were soon to be...   [click here for more]
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A Haunting in Brenton

A Haunting in Brenton


A fun horror/suspense adventure for your party, easy to drop in to any campaign or play as a one-off. Your adventurers find themselves drawn into a small hamlet in a secluded valley. Very quickly, it becomes obvious that this seemingly quiet town has a dark past, and the party has become caught up in it. They’ll have to unravel the mystery of what happened in Brenton, and once they do, defeat...   [click here for more]
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A Test of Faith

A Test of Faith


Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters...   [click here for more]
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Adventure: Reign of the Ice King

Adventure: Reign of the Ice King


Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving...   [click here for more]
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After Lost Mine Bundle

After Lost Mine Bundle


Get the first four parts of the bestselling adventure path After Lost Mine plus Supplements I and III for a special combo price. Part I Orcs to Phandalin: The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much...   [click here for more]
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After Lost Mine I: Orcs to Phandalin

After Lost Mine I: Orcs to Phandalin


The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first...   [click here for more]
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After Lost Mine II:  Orcs Invade Phandalin

After Lost Mine II: Orcs Invade Phandalin


The Ghost Tribe of Orcs have been driven from their home under Wyvern Tor by some terrible evil and have traveled to the top of the hill overlooking Phandalin where they camped last night. Their chief, driven mad by unknown horrors, prepares to attack the city and claim it as his new home. The heroes, who raced to the town ahead of the orc tribe, spend the night helping to prepare defenses and rest...   [click here for more]
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After Lost Mine III: Journey to Beneath Wyvern Tor

After Lost Mine III: Journey to Beneath Wyvern Tor


The Ghost Tribe of Orcs were driven from their home under Wyvern Tor by some terrible evil. They marched to Phandalin and attacked, only to be defeated. Now the heroes will go beneath Wyvern Tor to discover the terror that chased out the orcs and perhaps find the source of the orc’ssardonyx. Journey to Beneath Wyvern Tor is the third of four parts in the After Lost Mine series. It will...   [click here for more]
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All My Products (Sebastian Baar)

All My Products (Sebastian Baar)


Get three products at a reduced price, including two adventures and one supplement! This bundle includes two adventures and one supplement: Beneath the Surface (an adventure for characters 1-4th level), Birds of Prey (an adventure for characters 5-10th level) and Crit & Miss (a supplement for critical hits and misses). While the actual cost of these three products...   [click here for more]
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Are We There Yet? Encounter Collection (5e)

Are We There Yet? Encounter Collection (5e)


Are We There Yet? Sometimes trudging through the wilds of Faerun can be dull and uneventful. Well not any more!! Are We There Yet is a collection of 15 different encounter ideas created to help make them long trips between quests more exciting and challenging. From saving rare beasts to fighting enormous mimics these encounters cover combat, problem solving, roleplaying and puzzles...   [click here for more]
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Assault on Hellmaw Island

Assault on Hellmaw Island


"... incredibly engaging... masterfully weaves together all three pillars of the D&D experience for a truly enjoyable story!" "It was a great adventure, for sure!" "A lot of fun... A great read... Really enjoyed it!" "These adventures keep getting better and better!" Hellmaw Island is a place of legend, a hidden fortress protecting the greatest treasures in the world. Rumour says it is...   [click here for more]
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Bane's Tyranny

Bane's Tyranny


Bane's followers are up to something on a remote uncharted island. They have gathered men and materials and rumor has it they are going to turn the island into a city state where the clerics of Bane rule supreme. But there are many dangers on the island including pre-existing settlements of pirates and southern barbarians anda jungle full of a host of creatures..Ragnak watches over it all, taking...   [click here for more]
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Barbarians of the Savage Frontier I

Barbarians of the Savage Frontier I


Don't let your random encounters be boring... or random! This supplement to the Storm King's Thunder campaign has four challenging encounters with the Uthgardt barbarians that tie into the greater Storm King's Thunder storyline. Everything you need to make memorable encounters with the barbarians of the North is included: * A map of the North with the barbarians' spheres of influence. * 4...   [click here for more]
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Birds of Prey

Birds of Prey


Prepare yourselves for an elaborate heist in this winter-themed adventure! 30 years ago, The War for the Silver Marches devestated the region, splitting the realm and devestating several cities. In the wake of Sundabar's recapture at the end of the War, a young drow woman escapes to the Nether Mountains, fleeing the city that slew her parents. Through the winter winds, a duergar finds the drow...   [click here for more]
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Blacktide Cove

Blacktide Cove


BLACKTIDE COVE THE CULT OF THE FISH-MEN From the Ship's Log of the Sprite: "...I can hear them fish-men. All the time with their chanting and hissing and whatnot. There's some kind of religion going on here, down below. We can't understand what they say, but it's something God-like, sure as spray on the foc'sle." A century ago, during the Spellplague, pirates hid a treasure...   [click here for more]
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Blood on the Snow

Blood on the Snow


It's the dead of winter in the High North. People are going missing, rumors abound of savage creatures in the wilderness, and the outpost town of Jotnar's Folly is teetering on the brink of starvation. You must travel to the frozen foothills of the Spine of the World and put a stop to whatever is causing this suffering. Will you be able to survive the freezing temperatures, solve the mystery,...   [click here for more]
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Caesar Minimus

Caesar Minimus


This adventure is created for three different difficulty levels, so it can be played with various levels ranging from party of 3rd level characters all the way to the party of 7th level characters. There has been an old crime and adventurers are needed to investigate it. A witness will be located close to Womford where a problem rises. The one, an elder tiefling woman, who would know of the people...   [click here for more]
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CCC - Anime - 1-2 Let's Find the Sword, GO!

CCC - Anime - 1-2 Let's Find the Sword, GO!


After learning that Daern’s Blade, a relic that had protected the town of Hawksroost, vanished centuries ago, Sorrim requires assistance in locating it. An old halfling adventurer has learned rumors of the blade hidden within the Vanishing Hills. These same rumors also say that it may be guarded by something ancient. With the Festival of the Stars only a few days out, can the blade be found and...   [click here for more]
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CCC - Anime - 1-3 Star Sword Return

CCC - Anime - 1-3 Star Sword Return


With less than two days until the Festival of Stars in Hawksroost, Daern's Blade is still missing, but the adventurers are en route to its resting place. Are they truly prepared for what they find? A Two-Hour Adventure for 5th-10th Level Characters For more adventures with the SALT Consortium, Sorrim, and Larazmu see also Rumors of Riches Moor Trouble...   [click here for more]
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CCC - SQC - 02 - 02 Last Gasp

CCC - SQC - 02 - 02 Last Gasp


Thay is turning over a new leaf! Their new ambassador to Hillsfar is a specialist in good magic, so the PCs are recruited to assist her in acquiring good sources of power for her spells. What could go wrong? Supplemental NPC list with pictures: https://www.dmsguild.com/product/253214/NPCs-of-Hillsfar-Fresno-CCC Prequel: https://www.dmsguild.com/product/253547/CCCSQC001-The-Woodland-Sage Second...   [click here for more]
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CCC-CIC-11 Death at Peril Island

CCC-CIC-11 Death at Peril Island


Ships approaching Peril Island rarely survive the dangerous reefs. Sailors who have braved the shores speak of terrible beasts. Now the island seems to be an important link in an ongoing mystery. Pull those rowboats to the shore and prepare for the worst. This is the second adventure in the Pilgrim’s Progress trilogy. A Four-Hour D&D Adventurers League Convention Created Content...   [click here for more]
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CCC-DES-01-02 A Sanity Never Questioned

CCC-DES-01-02 A Sanity Never Questioned


"Jeny Greenteeth gives you a letter that must reach its far-off destination, with frightening consequences if it doesn't make it there by nightfall. Jeny knows one way to accomplish this, but her method of travel isn't for the weak of spirit. All magic has a price, dearies, and these magics may have you doubting your sanity. Part 2 in the 'At Jeny's Request' series." A four-hour Adventurers League...   [click here for more]
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CCC-DRUID-01 The Scourge Unseen

CCC-DRUID-01 The Scourge Unseen


A 4-hour adventure for 5th-10th level characters (optimized for 8th level characters). The forest haven of Elventree is in peril! Children have been abducted, monsters have breached the town perimeter, and one of the village’s druids has gone missing. The local spring seems to be a source of these problems, and you must to descend into it to explore the caverns below. Are you...   [click here for more]
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CCC-GHC-01 Tharaera Lost

CCC-GHC-01 Tharaera Lost


A criminal band known as “Suldran’s Dark” who is active all over the Moonsea region and especially on the waters of the Moonsea itself, recently seized a caravel out of Phlan carrying trade-bars of smelted copper and “batons” of steel ready to be hammered into swords. Along with all of the cargo, the Dark seized six passengers for ransom. Little did they know that one...   [click here for more]
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CCC-GHC-02 Skulljaw Hill

CCC-GHC-02 Skulljaw Hill


The search for the missing Harper agent has brought you to the small coastal town of Elventree on the south shore of the Moonsea. With important clues in hand and after a stop at a local festhall, you will be forced to brave further challenges found in the depths of the Cormanthor forest. Part Two of the Gamehole Con 2016 adventure arc. ...   [click here for more]
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CCC-GHC-03 Facing the Dark

CCC-GHC-03 Facing the Dark


A captive Harper agent is being held by the criminal gang “Suldran’s Dark” in the depths of the Cormanthor forest. Only the most stalwart and brave will be able to face this enemy and rescue the imprisoned Harper. Part Three of the Gamehole Con 2016 adventure arc. ...   [click here for more]
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CCC-GLIP-02-01 Blue Scales

CCC-GLIP-02-01 Blue Scales


A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out. Tier 2 CCC-GLIP-02-XX adventures can be played in any order. A Two-Hour Adventure for 5th to 10th...   [click here for more]
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CCC-MYR-01 Friends in Need

CCC-MYR-01 Friends in Need


Faction agents have braved the Glacier of the White Worm and arrived at the Monastery of the Yellow Rose, only to be denied entry. It’s up to you and your companions to secure their entry, but it’s sure to be a wild ride. This is a Tier 2 (APL 8) Adventurers League legal adventure set on the pathways between Mulmaster and the Monastery of the Yellow Rose.  ...   [click here for more]
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CCC-OHAYOCON-01-03 Fiendly Competition

CCC-OHAYOCON-01-03 Fiendly Competition


Bounty hunting around the Moonsea is a cut-throat business and tracking down the mark is easier than snagging it first. Pick the target, make your plans and watch out for the competition! A 2- to 4-Hour Adventurers League adventure for 5th-10th Level Characters. This adventure was created in the Season 8 format and includes several bounties that can be taken on at the players' discretion. Each...   [click here for more]
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CCC-PDXAGE-02-01 The Dark Hunt

CCC-PDXAGE-02-01 The Dark Hunt


The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the hunting preserve. A D&D Adventurers League two-hour adventure for 5th-10th level characters. La aldea cercana está...   [click here for more]
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CCC-QCC2018-02 Heart and Soul

CCC-QCC2018-02 Heart and Soul


Heart and Soul A young girl offers to hire the party to retrieve a family heirloom stolen from her by an evil archmage. The first catch: the archmage is a Red Wizard of Thay. The second catch: your potential employer insists on NO KILLING! A 2-hour adventure for 5th – 10th level characters This adventure premiered at the Queen City Conquest gaming convention in Buffalo,...   [click here for more]
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CCC-SFBAY-01-01 Plots in Motion

CCC-SFBAY-01-01 Plots in Motion


In the midst of a ferocious storm, a band of mercenaries raids a lighthouse. Is this just a plot against trade with Mulmaster, or something more sinister? Journey down the River Lis and explore a forgotten keep in search of answers. An eight hour adventure for 5th-10th level characters. Included with the purchase is the Fantasy Grounds conversion, full scale printable battle maps, and custom item...   [click here for more]
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CCC-SFBay-02-01 Old Enemies Arise

CCC-SFBay-02-01 Old Enemies Arise


The alliance between Thay and Mulmaster is stronger than ever, and this does not sit well with some of the neighboring countries; in fact, it appears that one of them is attacking caravans leaving Mulmaster and heading towards Thay. You have been asked by the Cloaks to investigate the attacks, discover who is behind them, and stop them if you can. A Four-Hour Adventure for 5th-10th Level Characters...   [click here for more]
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CCC-SHINY-04 Elusion of Grand Yore

CCC-SHINY-04 Elusion of Grand Yore


A svirfneblin clan elder and arcanist of Lumindearth has gone missing. Courageous adventurers have been called upon to bring him home, but they’ll need their wits about them if they are to survive this rescue mission in the enigmatic Underdark. A Four‐Hour Adventure for 5th‐10th Level Characters. This adventure does make use of some supplementary game features from Xanathar's...   [click here for more]
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CCC-STORM-01 The Barrows of Solina

CCC-STORM-01 The Barrows of Solina


Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. An Adventurer's League Four-Hour Adventure for 5th-10th Level Characters. Please see our other AL adventures: ...   [click here for more]
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CCC-UCON-01 Blood & Fog

CCC-UCON-01 Blood & Fog


Heavy mists have plagued the area around Phlan for weeks, even after the reported death of Vorgansharax, the Maimed Virulence. People have been disappearing in those deadly fogs, and now dead bodies are turning up. A D&D Adventurer’s League adventure set in the Quivering Forest. A 4-hour Adventure for 5th – 10th Level Characters This adventure originally debuted as custom...   [click here for more]
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CCC-YLRA01-03 Bound By Duty

CCC-YLRA01-03 Bound By Duty


A 4-hour adventure for 5th-10th level characters (optimized for 8th level characters). Civil disorder threatens to throw the leaderless town of Ylraphon into chaos. You find respite from this political strife when the Chiang Emporium hires you for an escort mission. The task: sail south to accompany a Chiang Emporium envoy on a return voyage to Ylraphon, where her wedding is to take...   [click here for more]
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CCCGOC01-02 Cairns of Rot

CCCGOC01-02 Cairns of Rot


The woodelf village of Thand'Arethen in the Quivering Forest discovered a dark and arcane corruption destroying the forest, threatening the village’s survival. The Corruption mutates anything living in the Quivering forest, changing the flora and fauna into dark corrupted echoes of what they were in life. A 2-Hour Adventure for 5th-10th Level Characters The Gifts...   [click here for more]
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Classic Modules Today: I3-5 Desert of Desolation (5e)

Classic Modules Today: I3-5 Desert of Desolation (5e)


In 1987, TSR published the supermodule named “Desert of Desolation” with the module code “I3-5”. It was a compilation and expansion of the original three modules; Pharaoh, Oasis of the White Palm, and Lost Tomb of Martek. The original material was written by Tracy Hickman, Laura Hickman, and Philip Meyers, and expanded by Peter...   [click here for more]
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Classic Modules Today: I4 Oasis of the White Palm (5e)

Classic Modules Today: I4 Oasis of the White Palm (5e)


In 1983, TSR published the module named “Oasis of the White Palm” with the module code “I4”. It was written by Philip Meyers and Tracy Hickman, and illustrated by Jim Holloway and Keith Parkinson. It consisted of one 32 page booklet and two cover folders with wilderness and dungeon maps. Oasis of the White Palm was the second module of a three module series that included I3...   [click here for more]
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Classic Modules Today: I5 Lost Tomb of Martek (5e)

Classic Modules Today: I5 Lost Tomb of Martek (5e)


In 1983, TSR published the module named “Lost Tomb of Martek” with the module code “I5”. It was written by Tracy Hickman, and illustrated by Jim Holloway and Harry Quinn. It consisted of one 32 page booklet and two cover folders with wilderness and dungeon maps. Lost Tomb of Martek was the third module of a three module series that included I3 Pharaoh, and I4 Oasis of the White...   [click here for more]
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Classic Modules Today: I7 Baltron's Beacon (5e)

Classic Modules Today: I7 Baltron's Beacon (5e)


In 1985, TSR published the module named “Baltron's Beacon” with the module code “I7”. It was written by Phillip Meyers, and illustrated by Larry Elmore and James Roslof. It consisted of one 32 page booklet and a tri-fold cover with dungeon maps. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters....   [click here for more]
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Classic Modules Today: S4 The Lost Caverns of Tsojcanth (5e)

Classic Modules Today: S4 The Lost Caverns of Tsojcanth (5e)


In 1982, TSR published the module named “The Lost Caverns of Tsojcanth” with the module code “S4”. It was written by Gary Gygax, and illustrated by Jim Holloway, Erol Otus, Jeff Easley, and Stephen D. Sullivan. It consisted of two 32 page booklets. The first dealt with the wilderness trek to find the caverns, as well as the caverns themselves. The second detailed new monsters...   [click here for more]
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Classic Modules Today: UK1 Beyond the Crystal Cave (5e)

Classic Modules Today: UK1 Beyond the Crystal Cave (5e)


In 1983, TSR published the module named “Beyond the Crystal Cave” with the module code “UK1”. It was written by Dave J. Browne, Tom Kirby, and Graeme Morris, and illustrated by Dave De Leuw and Timothy Truman. It consisted of a 32 page booklet and folding cover with maps. This conversion guide allows DMs to run the original module with 5th Edition rules and...   [click here for more]
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Classic Modules Today: UK6 All That Glitters...(5e)

Classic Modules Today: UK6 All That Glitters...(5e)


In 1984, TSR published the module named “All That Glitters...” with the module code “UK6”. It was written by Jim Bambra, and illustrated by Brian Williams and Tim Sell. It consisted of a 32 page booklet and folding cover with maps. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. It is intended...   [click here for more]
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Classic Modules Today: UK7 Dark Clouds Gather (5e)

Classic Modules Today: UK7 Dark Clouds Gather (5e)


In 1985, TSR published the module named "Dark Clouds Gather" with the module code "UK7". It was written by Jim Bambra and Phil Gallagher, and illustrated by Brian Williams. It consisted of a 28 page booklet with 4 page pullout section and folding cover with maps. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. It is...   [click here for more]
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Classic Modules Today: WG4 The Forgotten Temple of Tharizdun (5e)

Classic Modules Today: WG4 The Forgotten Temple of Tharizdun (5e)


In 1982, TSR published the module named “The Forgotten Temple of Tharizdun” with the module code “WG4”. It was written by Gary Gygax, and illustrated by Karen Nelson. It consisted of one 32 page booklet and two cover folders with wilderness and dungeon maps. In 2004, for the 30th anniversary of the Dungeons & Dragons game, Dungeon magazine ranked this module the 23rd greatest...   [click here for more]
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Classic Modules Today: X4 Master of the Desert Nomads (5e)

Classic Modules Today: X4 Master of the Desert Nomads (5e)


In 1983, TSR published the module named “Master of the Desert Nomads” with the module code “X4”. It was written by David Cook and illustrated by Jeff Easley and Keith Parkinson, and was the first in a two module series concluding with X5: Temple of Death. It consisted of one 32 page booklet and cover folder with maps. After the introduction of wilderness adventures in X1: The...   [click here for more]
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Current Clack: Neverwinter — A Dungeon Master's Sourcebook

Current Clack: Neverwinter — A Dungeon Master's Sourcebook


Current Clack: Neverwinter - A Dungeon Master's Sourcebook provides DMs with news, rumors and gossip for Neverwinter, the Sword Coast and the Savage North. This booklet includes 78 "Clack" entries, divided by month, that touch on the doings of adventuring companies, merchants, dragons and city states, the discovery of long lost dungeons, the arrivals, departures and dooms of sailing ships plying...   [click here for more]
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