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After rescuing Ulder Ravengard our heroes find themselves in search of weaponry for themselves and the citizens of Elturel who are now stranded in Avernus. The party must go to the Hellriders' Keep, the place of the last stand of the Hellriders. There they will find plentiful firepower, dark secrets, and incredibly dangerous foes. It will take all of their might to succeed in raiding the Hellriders'... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Two popular Curse of Strahd modules focused on enhancing the Death House, now for Fantasy Grounds!
Curse of Strahd: Death House Script
Anyone that's ran or peeked at Curse of Strahd's prologue, Death House, will know that there are hardly any area descriptions, and that the information provided is as dry as the [spoiler].This often leads to the DM dryly reading aloud... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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**Updated to include battlemap and Foundry VTT import file**
I created a one-off that turned out to be one of my parties favourite night.
One character gets captured in the opening scene. Its a great oppertunity for this singled out character to build their backstory during multiple moments in the session
The rest of the party witness the capture and are rescued themselves by... [click here for more] |
Dungeon Masters Guild |
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Each of the encounters in this series can be slotted into an existing (dungeon based) adventure -OR- used with other 'rooms' from this range (or other DMsG products) to save you time when designing a dungeon from scratch. Furthermore, each encounter also features:
Tips on how to build quick and easy terrain (for use with miniatures) for the encounter (links are provided to other pay-what-you-want... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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The party is contacted by a group of aarakocra seeking help. Part of their tribe was corrupted by an evil elemental creature. The corrupted members seized the tribe's temple in a bloody battle and transformed it into a shrine to Pazazu. The party is asked to enter the temple and destroy the elemental, freeing the tribe and restoring the shrine.
The files include maps in color and blue and white, set... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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The mayor's daughter has been arrested for theft. She recently joined a commune, The Eye of Goodness, which has been doing charitable work in the city slums, but about which dark rumors are starting to swirl.
The mayor asks the party to investigate, leading them into and below the city sewers, where many eyed Goodness herself plots to take over the city.
This is the eleventh in the A to Z One-Page... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Each of the encounters in this series can be slotted into an existing (dungeon based) adventure -OR- used with other 'rooms' from this range (or other DMsG products) to save you time when designing a dungeon from scratch. Furthermore, each encounter also features:
Tips on how to build quick and easy terrain for the encounter (links are provided to other pay-what-you-want products by the author, along... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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Bronzehill Crag has been a profitable bronze mine for years. A recent shaft discovered volcanic activity deep below the mine & the miners have reported lights & movement down below. A few days ago, 3 miners disappeared while on duty & the party was called to help by the owners. Now, an elemental creature has come to declare that the miners are prisoners of the Azers who use the mountain... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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A vole comes up to the party carrying a note and a map. It is a message from a group of gnomish miners trapped in the Sparklegem Delve mine by a Behir. They beg the party's help in escaping the creature's siege, but first, those trapped in the mine's deepest tunnels must be rescued.
Note that this adventure benefits a party with a focus on non-combat skills and problem solving. It will be extremely... [click here for more] |
Dungeon Masters Guild |
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 The is a level 1 D&D adventure with a fulll plot. It can be run as a stand alone adventure, or easily fit into any main campaign. The module contains social, wilderness, and combat sections. It is designed to be easy to run, and includes both a plot summary, and cast list. Each page has all the monster and trap details included on it to avoid needless page flipping between encounters. It includes... [click here for more] |
Dungeon Masters Guild |
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 "So you want to be a hero? Only true heroes will succeed in the dangerous Rescue at Sky Keep!"
Rescue at Sky Keep is designed to introduce new players to Wizards of the Coast’s Dungeons & Dragons fifth edition. It is suitable for any age group and works best for 4-6 players. There are points to reinforce the idea that combat should be well planned, emphasize the benefits of working as a group,... [click here for more] |
Dungeon Masters Guild |
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 The bells in the ruins of Drigg Lodge are ringing. Alastair Stuart-Drigg believes it is the ghost of the woman who stole his family fortune is ringing them, calling out to those who would solve the mystery of her death and find the treasure he sees as rightfully his. The truth, however, is more complicated than he knows. Can the party discover the truth of the bells and help Alastair reclaim his fortune?... [click here for more] |
Dungeon Masters Guild |
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To secure permission to explore Felingar's Crypt, the party must liberate the Spring of Stone in the Bandit Wastes. The Spring, however, is currently under the control of Blind Willem, a cleric of the Evil Prince of Elemental Earth and his pack of pet basilisks. To liberate the Spring, the party will need to battle through the canyon, avoiding the dangers and remaining flesh and blood in the face of... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
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