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Welcome to Flying Fear, a D&D Eberron adventure, part 1 of 4 of the “Shadows of the fiend” story.
This adventure takes places on the flying ship Oceanus, an elemental flying vessel of the Lyrandar family which is offering traveling services to 25 normal passengers, the player’s characters… and someone else.
A journey on a ship like this one seems safe: what could possibly go wrong?... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Welcome to Ruins of madness, a D&D Eberron adventure, part 2 of 4 of the “Shadows of the fiend” story.
This adventure takes places in a mysterious island where a strange population lives in secret and adventurers have landed after the crash of the airship Oceanus.
Will the adventurers be able to come back home with the other people with them on the airship?
A level 1 adventure... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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The 13th moon is a framework for a shared campaign set in Eberron.
This ruleset provides guidelines to create a character, being a DM and write adventures, with a new system to manage experience, items distribution and gold.
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The 13th moon è un sistema di campagna condivisa ambientato su Eberron.
Queste regole sono linee guida per creare... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Welcome to Tides of danger, a D&D Eberron adventure, part 4 of 4 of the “Shadows of the fiend” story.
The adventure begins with the characters repairing their crashed airship and taking the route to home, filled with gold, new passengers and dangerous entities.
The coasts of Khorvaire are on sight – are they near enough?
A level 2 adventure for 5 characters in Eberron.... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Welcome to The shadowflame altar, a D&D Eberron adventure, part 3 of 4 of the “Shadows of the fiend” story.
The adventure takes place in a mysterious temple, recently risen in the island of Durast, where the characters can find something to repair their ship and come back home – if they survive!
Will the adventurers be able to save the people that was on the airship with... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Welcome to Ride the Lightning, a multi-table adventure set in Eberron, written for the 13th moon shared campaign.
This adventure is set in the Day of Mourning, in Cyre, and the characters will try to escape the catastrophic event that will annihilate the nation. This adventure is designed for one table of level 13 characters and some tables of three... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Where the cleric and the wizard call for obscure powers to weave magical effects, the artificer uses patterns and science to obtain supernatural effects.
A new structure for the Artificer class, with a special focus on magic items and alchemy.
Three specializations follow this archetype:
the Battlesmith, focusing on self empowering and elemental weapon assaults
the Tinker,... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Ability Score Increase were tied on races instead of classes as a way to point out an easy pathing from races to classes but it's not sure that was optimal design.
An issue met by some players, anyway, is that this pathing keeps some interesting character combinations away using point-buy.
Another main issue met playing 5th edition is that the only chance to get a feat on character creation is... [click here for more] |
Dungeon Masters Guild |
$0.50
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The general idea about this class variant is to give the sorcerer a different power management system.
A big pool of Spell Points will represent his daily allotment of spells cast, while his pool of Sorcery Points will represent a smaller, renewable source of power, intended to fuel Metamagic or to get an extra spell in hard situations.
The slightly greater flexibility given by a Spell Points... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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