These rules allow for debates to be much more in depth than a single Persuasion vs Insight roll. It allows for wordplay battles with similar complexity to the swordplay battles more commonly focused on in these games. It makes traits like Alignment and Ideals mechanically relevant rather than mere flavor choices. These rules will not be for everyone, but for certain playstyles they can be invaluable.... [click here for more]
BRING THE FIELD WARD OF WATERDEEP TO LIFE IN THIS LEVEL 0 PREQUEL MODULE FOR WATERDEEP: DRAGON HEIST™!
Presenting in over forty pages of hard fantasy, a level 0 adventure in the Field Ward of Waterdeep. This module sets the stage for characters to discover their origins before a life of adventure amidst a crisis in the city that serves as an ideal prequel to the story of Waterdeep:... [click here for more]
Inside you will find rules that seek to expand upon the sanity and madness rules presented in the DMG. These rules are meant for dungeon masters seeking a more in depth set of mechanics for tracking and representing character's sanity as they encounter the horrors of the universe.
Two new spells as well as changes to existing ones are contained within as well. ... [click here for more]
Complete set of rules for 5th ed ravenloft campaings, includes fear, horor and madness. Altered spells, class features and other adjustments to play a horror apropiate campaing. Most of the rules increase difficulty and encourages roleplaying. ... [click here for more]
Thomepreus’ curse is a classic crawl with elements of exploration, mystery and time travel. A curse has befallen the heroes and the source of their predicament is located in a buried temple. Here a forgotten cult have used a magical sand clock to curse their enemies. The temple seem empty but the arrival of the heroes appear predetermined and soon the heroes are propelled through time to arrive... [click here for more]