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Dungeon Accessories Terrain Pack

Dungeon Accessories Terrain Pack


Dungeon Accessories Terrain Pack Easy to assemble papercraft furniture and accessories for your dungeons. Chests, Crates, Tables and Weapons Racks! Candles, Parchment and Rats! Choose between swords, spears or both! Openable chest- Hide treasure inside! ...   [click here for more]
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Dungeon Prison - Battlemap Bundle

Dungeon Prison - Battlemap Bundle


Hey Adventurers! An underground prison that once sealed evil in all its forms. All sorts of diabolical monsters are housed here, as well as cursed objects, bewitched books and possessed souls. But nothing is locked up here any more... or is it? Each area, each cell is a small dungeon in itself and although they all have the same structure, they have been shaped...   [click here for more]
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Dungeon Prison - Battlemap Bundle 2

Dungeon Prison - Battlemap Bundle 2


Hey Adventurers! This is part 2 of the Dungeon Prison - Battlemap Bundle! An underground prison that once sealed evil in all its forms. All sorts of diabolical monsters are housed here, as well as cursed objects, bewitched books and possessed souls. But nothing is locked up here any more... or is it? Each area, each cell is a small dungeon in...   [click here for more]
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Echo Island

Echo Island


An overdue fishing boat may seem like a common enough occurrence, but what about when there's a cursed island that no one will approach, mysterious lights, and a missing town constable?  It's time to investigate, and if there happens to be a little treasure along the way... This adventure is designed for brand new players of Dungeons & Dragons or experienced players with new characters.   ...   [click here for more]
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Essential Phandalin 002: First Quests

Essential Phandalin 002: First Quests


Essential Phandalin 002: First Quests details and expands upon two of the three initial quests from the Essentials box set.  The Dwarven Excavation quest adds a few additional monsters and modifies the trap at the end of the rooms.  The Umbrage Hill quest is expanded with an old dwarf tomb under the hill with the intent of stretching the site...   [click here for more]
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Essential Phandalin 003: Second Quests

Essential Phandalin 003: Second Quests


Essential Phandalin 003: Second Quests is a continuum on the adventures using the pre-published box set; Dragon of Icespire Peak, published by Wizards of the Coast.  This module helps to detail and expand upon the Butterskull Ranch, Loggers' Camp, and Mountain's Toe Gold Mine quests.  The box set is required to play this adventure. Each quest features some leeway on how...   [click here for more]
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Essential Phandalin 004: Side Quests

Essential Phandalin 004: Side Quests


The Essential Phandalin series of modules is intended to play with the Essentials Box Set published by Wizards of the Coast and builds upon material found there to create a campaign.  This adventure expands on the Woodland Manse and Circle of Thunder quests and provides additional material for the Falcon's Hunting Lodge location.   A lot of each adventure is listing the monster statblocks...   [click here for more]
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Essential Phandalin 005: Return to Twin Falls

Essential Phandalin 005: Return to Twin Falls


Return to Twin Falls is a follow-up adventure from the initial adventure found in the Essential Phandalin 001 module.  The PCs travel back to the ruined hamlet now that the dammed lake has been drained and must deal with the remaining bullywugs and undead inside the caves found behind the waterfalls looking for a book thought to be connected with the Spellforge in...   [click here for more]
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Essential Phandalin 006: Third Quests

Essential Phandalin 006: Third Quests


Essential Phandalin 006: Third Quests continues the adventure in the box set Dragon of Icespire Peak- which is required to play successfully.  This module expands and details the quests Dragon Barrow and Axeholm.  The adventure takes the box set encounters and provides complete stat blocks, and provides several new encounters and items to play. This module...   [click here for more]
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Essential Phandalin 007: Tower of Storms

Essential Phandalin 007: Tower of Storms


Essential Phandalin 007: Tower of Storms continues the adventure in the box set Dragon of Icespire Peak- which is required to play successfully.  This module expands and details the quest Tower of Storms.  The adventure takes the box set encounters and provides complete stat blocks, and provides several new encounters and items to play.  This adventure also set up a new...   [click here for more]
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Essential Phandalin 008: The Shrine of Savras

Essential Phandalin 008: The Shrine of Savras


Essential Phandalin 008; The Shrine of Savras is part of a continuing series that follows the Essentials Box Set published by Wizards of the Coast.  The Shrine is a freeform encounter that the PCs could encounter at any point in the adventure.  This module is designed for 6th level PCs shortly before they trek to encounter the dragon at the end of the adventure.  The Shrine is divided into...   [click here for more]
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Essential Phandalin 009: Icespire Hold

Essential Phandalin 009: Icespire Hold


Essential Phandalin: Icespire Hold is the final adventure in the Essentials line.  This adventure takes the PCs from Phandlain to the final encounter with the white dragon.  Along the way is a side quest dealing with an old necromance tower and a chance to find aid in dealing with the dragon.  The adventure adds to the encounters found in the Essentials Box set and requires that adventure...   [click here for more]
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Finding Gimble: The Shadow Tunnels

Finding Gimble: The Shadow Tunnels


Your friend Gimble has not returned to town from his journey to the Shadow Tunnels! It is up to you to find your friend and bring him home. This module is set for 3-5 level one characters and can take anywhere between 2-4 hours. This adventure is focused on combat encounters and designed with newer players and dungeon masters in mind. The basic rules are required for this adventure. ...   [click here for more]
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Forge 002: The Forge Itself

Forge 002: The Forge Itself


Forge 002: The Forge Itself is the second module in a series using the Forge of Fury module and placing it in the Phandalin region of the Forgotten Realms.  The first adventure takes characters from levels 1-3 and this adventure begins with the PCs at 3rd level and starting the published adventure.  You will need a copy of the published module from the book,...   [click here for more]
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Forge 003: Cragmaw Cultists

Forge 003: Cragmaw Cultists


   Forge 003: Cragmaw Cultists is the third module in a campaign centered around the town of Phandalin and the adventure Forge of Fury found in book Tales of the Yawning Portal published by Wizards of the Coast.  The main book is not needed for this adventure as it is designed for when that adventure is completed or between trips along the path of competing it.  This module...   [click here for more]
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Goblin Killer

Goblin Killer


Goblins and goiblinoid monsters, all inspired in the goblin slayer series. A total of 7 low challenge rating goblins with deadly tactics to take down even the most experienced players. Wainting to see more episodes of the serie to create the goblin lord and a few more.  ...   [click here for more]
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Goblins of Grimmwall

Goblins of Grimmwall


A short introductory adventure for 4 - 6 first level characters. ...   [click here for more]
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Grunjior - Frozen Hall of the Dead

Grunjior - Frozen Hall of the Dead


Generic Catacombs # 5 A chilly wind nips at your chin and nose. The scout tugs at your fur trappings. He whispers in your ear so that the audience can not hear. No need for more panic. Wolnar left 3 days ago for Grunjior - the icy tomb of our forbears. You suspect the worst. You will head into that forsaken place. You know what lies there. Only death. Ancient. Cold. Restless. This is a great HD...   [click here for more]
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Hell's Bells - Excavation

Hell's Bells - Excavation


A pair of golden bells, ancient holy relics, have been discovered and a priest with questionable motives hires the party to retrieve them from the caverns below the town. Explore a cavern beneath a small village now teaming with undead and retrieve the long lost bells before the village's Harvest Fesitval begin. ...   [click here for more]
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Leilon: The Demon Mines Part 3

Leilon: The Demon Mines Part 3


Leilon: The Demon Mines Part 3 is the final part in the mines trilogy.  It culminates with a grand encounter with the demon lord Roxx.  The adventure is the 19th module in the Leilon series of loosely connected adventures that take place in and around the ruined city first described in the module; Leilon: City of Adventure.  <o:p></o:p> This module...   [click here for more]
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Leilon: The Demon Mines Part2 The Old Temple

Leilon: The Demon Mines Part2 The Old Temple


   This adventure is the 18th in the Leilon series.  It follows Leilon: The Demon Mines and continues the assault on the mines below the city in search of Roxx, the demon lord.  In this module, the PCs explore a section of the mid-levels containing an old temple.  It houses a local demon boss for this level that needs to be cleared before the final assault can begin.      The...   [click here for more]
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Let's Play "Stuff-Stuff"

Let's Play "Stuff-Stuff"


Let's Play "Stuff-Stuff" is a setting-neutral, 4-6 hour adventure for a party fifth level characters. "Sunhearth is neither the richest nor the largest Halfling settlement, but it used to be safe. Nobody saw the Hill Giants coming and nobody could stop them. “Let’s play stuff-stuff” was the last thing Wenry heard, as the giants dragged all of the villagers away; it was then that...   [click here for more]
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Lost In Shadow

Lost In Shadow


The Ravenclaw Adventuring Company in the city of Wyndale has long had a reputation of a fair and helpful company. A group of adventurers from a rival, but friendly, company have not returned from their most recent job in the town of Boulderfield. The owner of the rival company has approached Avis Ravenclaw and asked him to send a group of his own in search of the missing party as well as the long lost...   [click here for more]
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Mansion of Ereden LeMur

Mansion of Ereden LeMur


Explore the spooky house on the hill. Exorcise the dreaful spirits lurking here and remove the dark curse on the house held captive by the vampire Ereden LeMur. A 4-8 hour aventure for a party of 3-5 adventurers of 10th level.  ...   [click here for more]
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Mayhem at the Knight's Inn

Mayhem at the Knight's Inn


This adventure takes place in Present-Day Earth. The characters are all human, armed with only their wits and anything they can get their hands on. The only magic in this story is the enemies they face and the unexpected Pokémon allies who come to their aid. ...   [click here for more]
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Mhebotiki's Tomb - HD RPG Battlemap

Mhebotiki's Tomb - HD RPG Battlemap


Generic Catacomb's # 3 A wary traveler, parched and blistered from the Salt Dunes of Merrishek, shares an unbelievable account. He tells all at the inn that the man's dig team unearthed an unmarked tomb at an archeological site. He kept rambling about giant webs, cocooned bodies, and the moaning. The moaning... This battlemap features desert tomb and Egyptian themes. There are a few traps and dangers...   [click here for more]
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Order of the Grey Dragons

Order of the Grey Dragons


This product is designed to enrich the Tyrrany of Dragons (Hoard of the Dragon Queen and Rise of Tiamat). and it is completely lore friendly. An exilled ancient metallic dragon, outcast of Bahamut's order enetered into a deep meditation which was guided by someone else's will... In a certain island he found an ancient source of power, draconic spell knowledge that go back to uknown ages. What...   [click here for more]
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Perilous Artifacts: the Gaming Den of a Thousand Wonders

Perilous Artifacts: the Gaming Den of a Thousand Wonders


There is spoken of a deck of cards unlike any other, possessing a singular gift to renew its ranks upon the full moon of each month. Yet, this wonder comes with a stipulation: all those who have drawn a card from the deck must have passed beyond the veil of death. Only then may the deck rejuvenate itself and begin anew.    In the event of its existence, it would not...   [click here for more]
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Perilous Awakening • 2nd tier Adventure (5e)

Perilous Awakening • 2nd tier Adventure (5e)


"Persuaded by a foreigner mage, the survivors of an expedition to the ruins of Castle Perilous  return bearing old relics of the fallen Witch-King of Vaasa. However, after getting back to Castle Valls in Damara, the very stone structure is affected by these artifacts, infused with life and evil intent, setting its will against those who tread its halls." Perilous Awakening...   [click here for more]
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Phandalin 025 The Naga's Tomb

Phandalin 025 The Naga's Tomb


This adventure is the 5th in a new campaign arc that started with Phandalin: The Missing Miners that deals with a threat from serpentfolk out of the south.  The arc follows the initial modules Phandalin: Return to Phandalin which takes place the year following the events found in the boxed set.  This module concludes the serpentfolk threat and brings the PCs...   [click here for more]
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Phandalin 026 Wave Echo Ghosts

Phandalin 026 Wave Echo Ghosts


Phandalin: Wave Echo Ghosts continues the Phandalin campaign started with Phandalin: The Missing Miners and builds on information found in Phandalin: Return to Phandalin, but neither is truly needed to use this adventure.  This module begins a new story arc where the PCs are summoned by Gungren from Wave Echo Mines to deal with a new problem discovered...   [click here for more]
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Phandalin 027 Search for Aurilsbane

Phandalin 027 Search for Aurilsbane


   Phandalin: Search for Aurilsbane is the 7th adventure in the Phandalin series that begain with Phandalin: The Missing Miners.  It is the 2nd module in the new arc dealing with the winter goddess Auril and uses information in the other Phandalin adventures that uses the modified town after the original boxed set.      In this adventure, the PCs take the map...   [click here for more]
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Phandalin 028 Auril's Vault

Phandalin 028 Auril's Vault


This adventure is the 8th in the series that started with Phandalin: The Missing Miners and expanded on the updated town of Phandalin, found in the adventure, Return to Phandalin.  This adventure is the 3rd in the Cult of Auril arc which follows the follows the first 5 modules that dealt with a snakefolk threat.  In this module, the PCs have found the magical sword Aurilsbane and have returned to...   [click here for more]
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PSC1 Limitless Light

PSC1 Limitless Light


Enter into the Rainbow... Once thought to be the bright opposite of the Shadowfell before the Feywild was recognized as such, the Limitless Light is a little known demiplane of rumored infinite size. It is a plane of rainbows and radiance - islands of earth, crystal and color connected by the indestructible Bridge of Rainbows. The Limitless Light is the first in a series...   [click here for more]
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Quintessential Samurai

Quintessential Samurai

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Race for the Blue November

Race for the Blue November


In the pirate island city of Dredge, a chaotic race for treasure and glory is about to begin. The most dangerous pirates on the open seas have been given an offer they cannot refuse: 10,000 gold pieces for whoever retrieves the Blue November gemstone from the rediscovered Shrine of the Whispered One on Clandestine Island. As members of Captain Susanna's crew on the Screaming Siren, players race against...   [click here for more]
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Red Larch 002: Knight of Samular

Red Larch 002: Knight of Samular


Red Larch: Knight of Samular follows up on the information found in Red Larch: Elemental Evil, which takes the free supplement from Wizards of the Coast and expands upon it.  This adventure follows the free adventure leading the PCs to find the body of the knight being brought to Summit Hall.  Nothing is easy though and the PCs must stop an orc shaman from bringing...   [click here for more]
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Red Larch 003: Summit Hall

Red Larch 003: Summit Hall


Red Larch: Summit Hall follows the adventure Red Larch: Knight of Samular, which is a split-off from the Princes of the Apocalypse adventure path by Wizards of the Coast.  In this adventure, the PCs bring the body of the deceased knight to its final resting place within the Hall.  While interacting with the knights and the people of the small town that has sprung up around the keep,...   [click here for more]
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Red Larch 004: Beneath the Giants Lair

Red Larch 004: Beneath the Giants Lair


Red Larch: Beneath the Giants Lair is the 4th in a series that partially follows the Elemental Evil storyline produced by Wizards of the Coast.  It follows the last adventure; Summit Hall, but can be modified to fit another story.  In this adventure, the PCs are asked by the high mage of Summit Hall to return to the monastery from the previous adventure and explore the catacombs beneath the hill. ...   [click here for more]
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Red Larch 005: Sacred Stone Monastery

Red Larch 005: Sacred Stone Monastery


Red Larch: Sacred Stone Monastery is a return to the Elemental Evil storyline from the side quests Summit Hall and Knight of Samular.  You will need the published adventure in order to use this supplement.  This 12 page accessory provides statblocks and some minor changes to the monsters and treasure found in the monastery that may differ from the...   [click here for more]
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Red Larch 006 Temple of Black Earth

Red Larch 006 Temple of Black Earth


Red Larch; Temple of Black Earth is the 6th module that follows along with the official book Princes of the Apocalypse from Wizards of the Coast.  This module provides stats for the monsters and encounters found in the main book and modifies somewhat to enhance play.   It is designed to be easy to read and printer-friendly.  The adventure is designed to challenge...   [click here for more]
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Red Larch 007 Cult Retribution

Red Larch 007 Cult Retribution


Red Larch: Cult Retribution is the 7th module in a series that follows along with the adventure book, Princes of the Apocalypse by Wizards of the Coast.  This adventure is a side quest from the main book and does not require it for this module to work.  In the main story, the PCs return to town and discover the cultists are seeking them out in retaliation for attacking the various...   [click here for more]
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Red Larch 011 The Fane of the Eye

Red Larch 011 The Fane of the Eye


This adventure is the 11th in a series that loosely follows the Elemental Evil storyline.  This module requires the published adventure; Princes of the Apocalypse, by Wizards of the Coast to get the full benefits of this adventure.  Most of this adventure deals with providing the monster statistics for the encounters in this section of the published module.  There is some modifications and...   [click here for more]
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Red Larch 012: The Howling Caves

Red Larch 012: The Howling Caves


Red Larch 012: The Howling Caves is the 12th module is a series of adventures that follows the Princes of the Apocalypse campaign book by Wizards of the Coast.  In this adventure, the PCs travel back through the Node to take on the air cult in The Howling Caves.  Most of this module only provides the monster stats for the various rooms inside the campaign book with some additional encounters...   [click here for more]
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Red Larch 013: The Plunging Torrents

Red Larch 013: The Plunging Torrents


Red Larch 013:  The Plunging Torrents is the last formal adventure that follows the Published adventure, Princes of the Apocalypse, by Wizards of the Coast.  There are some modified material and an expanded side quest, but the adventure mostly provides description and monster stats for the encounters found in the main adventure.   This module is designed for 13th level PCs and is designed...   [click here for more]
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Red Larch 015: The Marid's Cross

Red Larch 015: The Marid's Cross


Red Larch 015: The Marid's Cross is likely the last adventure tied to the Princes of the Apocalypse campaign published by Wizards of the Coast.  This adventure does not require the published book and can be used as a side trek for PCs in Waterdeep or another town with a collection of swamps nearby.   This module has the PCs in Waterdeep and invited to a noble gala when it is disturbed...   [click here for more]
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Red Larch: 008 Temple of Eternal Flame

Red Larch: 008 Temple of Eternal Flame


Red Larch: The Temple of Eternal Flame is the 8th adventure that loosly follows the Elemental Evil storyline from Wizards of the Coast.  This module requires the main adventure book to play and only provides supplemental material to that book.   This module provides monster statistics for each encounter in the Temple of Eternal Flame along with small modifications to treasure and monsters encountered. ...   [click here for more]
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Red Larch: 009 Findon's Mask

Red Larch: 009 Findon's Mask


Red Larch: Findon's Mask is the 9th module in a loose series that follows the Princes of the Apocalypse storyline from Wizards of the Coast.  This adventure follows the Temple of Eternal Flame portion of the main story where the PCs find ancient dwarven burial masks.  Upon returning to town a group of dwarves seek them out to recover the masks.  Trouble ensues when a group of giants...   [click here for more]
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Red Larch: 010 Halls of the Hunting Axe

Red Larch: 010 Halls of the Hunting Axe


The Halls of the Hunting Axe is the 10th adventure that loosely follows the Elemental Evil storyline from Wizards of hte Coast.  DMs will need the main adventure book to play this adventure.  This module fleshes out the side quest with the dwarf Gargosh and his quest to find the legendry axe Orcsplitter, followed by a rescue mission created for this module.   This adventure is...   [click here for more]
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Remedy Domain (5e)

Remedy Domain (5e)


Remedy Domain – An alternative healer subclass for the cleric Every malady has a remedy: find it is your mission. This domain is very suitable for that players that want to be healers, but in an alternative way to the classic ones. It is focused on protect and cure your allies from negative conditions, diseases and poisons. You have not only the right remedy for every disease,...   [click here for more]
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