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The Good Ship Kraken's Conscience

The Good Ship Kraken's Conscience


Having stopped the Raiders operating out of the Cloakwood along the Coast way, the players return to Baldur’s gate to return their prisoner to Belynne Stelmane, and learn of a slavers operation she would like them to sniff out and break up in her continued bid for political clout. This adventure is a continuation of It Always starts in a Tavern, but will contain suggestions for...   [click here for more]
Dungeon Masters Guild  $2.25

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The Emporium of Uncanny Magic — Notable Rods

The Emporium of Uncanny Magic — Notable Rods


The fifth edition Dungeon Masters Guide features a whole host of cool magic items for Dungeons & Dragons, including many classic items updated from previous editions of the D&D game. But given the sheer number of magic items unleashed on unsuspecting players over 40+ years, it was inevitable that the Dungeon Masters Guide needed to leave a whole bunch of stuff out. So if you're...   [click here for more]
Dungeon Masters Guild  $1.75

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On the Edge of Sanity

On the Edge of Sanity


On the Edge of Sanity Horror and madness have always been part of the worlds of D&D. A mad king must be cured or removed. A magician’s mind is broken by forbidden knowledge. An evil artifact drives its wielder slowly but steadily insane. These expanded rules for horror and madness can be used in most settings and made to fit most flavours of the game, such as dark, heroic...   [click here for more]
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It Always Starts in a Tavern

It Always Starts in a Tavern


A group of new adventurers make their way to the Blushing Mermaid, a rough and tumble Tavern in the Lower City of Baldur's Gate. While socializing and letting off some steam they catch the eye of the servant of Duke Belynne Stelmane, who hires them to help her reclaim some political power by handling some bandits, starting a saga that could potentially change Baldur's Gate and the Sword Coast forever....   [click here for more]
Dungeon Masters Guild  $2.00

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Fire & Brimstone

Fire & Brimstone


The Village of Tyrheim is under siege and you and your adventuring party are all that stands between the town’s salvation or damnation. Players are thrust on to the front lines between the Celestial and Abyssal realms as they fight to save the country side from a demonic incursion. This adventure is a for parties of Four players of level 5 and should take around 4 hours to complete and requires...   [click here for more]
Dungeon Masters Guild  $3.50

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The Rift

The Rift


About the Adventure: Discover a dark gateway connecting the Material Plane to Avernus, the First Circle of the Nine Hells! When searching for a way to enter Avernus, an adventuring party finds a mysterious volcanic lair called The Rift. Rumors say that a long-neglected dark gateway to the Nine Hells resides within. However, those telling the tails have left out an important...   [click here for more]
Dungeon Masters Guild  $1.95

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Half Races of the Realms

Half Races of the Realms


Half Races of the Realms is a campaign supplement designed to be used by both the dungeon master and player characters. In a campaign world full of numerous sentient humanoid creatures it's highly likely that mixed races other than just half-elves, half-orcs and half-ogres would arise, especially in certain areas in the Realms. This supplement depicts twelve of the most common half races, where they...   [click here for more]
Dungeon Masters Guild  $4.99

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The Noble

The Noble


The Noble is a staple of any fantasy world, making up the upper society of major cities, but even many small towns have nobles. The Noble relies of obediant followers fighting on their behalf, giving commands to their allies, belittling their enemies, using favors drawn from other nobles, and their own personal wealth. The Noble starts out with far more gold than any other class, allowing them to wear...   [click here for more]
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Barval's Beastiary

Barval's Beastiary


Introducing Barval's Beastiary, a manual introducing eight new character races, a few monsters, and two background for player characters. Several decades after a malicious wizard by the name of Therizhad Gloomstaff steals away thousands of citizens of the Forgotten Realms, a host of new creatures one day explode from a host of portals erupting throughout the worlds. Barval Vin,...   [click here for more]
Dungeon Masters Guild  $1.50

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Black Road Report: The Night Shift

Black Road Report: The Night Shift


Ever wonder why the Harpers can’t seem to quash the Zhentarim? It’s because the Zhents keep excellent notes. Think I’m kidding? Check out this edition the first ever unearthed notes from the Zhentarim’s Black Road Report, Faerun’s only glimpse into the inner workings of the Zhentarim spy network. This edition is called “The Night Shift.” Follow along as the...   [click here for more]
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Dark Deeds in Darker Places

Dark Deeds in Darker Places


Norlin Eltan, a Patriar from Baldur’s Gate slew a member of the Xanathar in a duel in Waterdeep. The Guild responded by placing a bounty on his head, and the players have the opportunity to hunt him down and bring him to Skullport for some dark justice. The adventure traverses locals from Baldur’s Gate, Beregost, The Wood of Sharp Teeth, Gullykin, Waterdeep and finally Skullport. This...   [click here for more]
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Driftmote

Driftmote


Driftmote is a short adventure concerning a drifting earthmote that comes close to the player characters camp while they are traveling on the road or in the wilderness, set in any locale. The players are attacked by a large flock of harpies, have the opportunity to mount the Earthmote, and enter both the Shadowfel and the Feywild. It can also be found in a bundle of adventurers that I've produced,...   [click here for more]
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