Title |
Publisher |
Price ▲ |
This adventure is created for three different difficulty levels, so it can be played with various levels ranging from party of 3rd level characters all the way to the party of 7th level characters.
There has been an old crime and adventurers are needed to investigate it. A witness will be located close to Womford where a problem rises. The one, an elder tiefling woman, who would know of the people... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
This module contains a three part sidequest type adventure, that is originally designed to be played during chapter 1 with Storm King's Thunder campaign when adventurers need more experience before advancing to more sinister challenges later.
Most action happens outdoors, but there is also some action underground especially in the last part of the adventure. The module is designed to characters starting... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
"The Wisdom of Sylvasum" is an exploratory outdoor adventure set around the magical remains of an ancient tree of great power. Hidden repositories of knowledge hold mystical power, and two sources of great evil lurk in the poisonous depths.
Two factions work toward their own goals, and the PCs can help either faction, or both.
This first level adventure should take around 4 hours, and... [click here for more] |
Dungeon Masters Guild |
$0.50
|
A Chult Adventure to hunt the "Unicorn Bunny."
Not all of the adventurers flocking to Chult are great adventurers. Some of them are just trying to make a living, the same as their families have for generations. When one of them is captured while hunting the almiraj, or the "Unicorn Bunny" as they are called by the youth of Waterdeep, it is up to the characters to mount a rescue mission in the jungle.... [click here for more] |
Dungeon Masters Guild |
Pay What You Want
|
Bone Collector’s Hoard
Adventurers helping search the Dire Wood for two missing children find themselves in a chase for survival against an worg and a wolfpack. But when the children’s trail leads to a rocky outcrop, the clues near a cave entrance point to something even more ominous than wolves lurking within.
An adventure for characters levels 1... [click here for more] |
Dungeon Masters Guild |
$0.99
|
A new threat to the Dessarin Valley is growing stronger, fueled by infernal magic and a hatred for the civilized cultures, presented as a 4-hour shared adventure for 3-5 tier 1 player characters in the Forgotten Realms setting.
Includes one hand drawn map. ... [click here for more] |
Dungeon Masters Guild |
$0.99
|
A 1-Hour Adventure designed for five 3rd Level Characters.
A high elf has hired you to act as bodyguards for a critical negotiation with a band of river pirates. The fate of the elf’s son depends on the negotiations going well. Can you maintain order and ensure that your patron and her son make it out of the River Lord’s lair alive?
The River Lord is a short scenario... [click here for more] |
Dungeon Masters Guild |
$0.99
|
A0 Danger at Darkshelf Quarry was first published by Wizards of the Coast LLC in 2013 as part of a compilation of the classic “Against the Slave Lords” adventure modules. Alongside the classic A1-A4 series, the new A0 module was included as an introduction to the storyline. “Danger at Darkshelf Quarry,” written by Skip Williams in 2013, was developed to “create a campaign-friendly introductory... [click here for more] |
Dungeon Masters Guild |
$1.00
|
In 1984, TSR published the module named “Journey to the Rock” with the module code “B8”. It was written by Michael Malone, and illustrated by Larry Elmore and Doug Watson. It consisted of one 32 page booklet and a cover folder with wilderness and dungeon maps.
This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters.... [click here for more] |
Dungeon Masters Guild |
$1.00
|
In 1984, TSR published the module named “Eye of the Serpent” with the module code “UK5”. It was written by Graeme Morris, and illustrated by Tim Sell. It consisted of a 32 page booklet and folding cover with maps.
This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. It is intended for 4-5 characters of level 1, or... [click here for more] |
Dungeon Masters Guild |
$1.00
|
AN AQUATIC ADVENTURE, WITH A PLANAR TWIST!
The characters are welcomed into a planar castle as guests of a powerful water genie whose skin is broken and scarred by painful looking barnacles. The genie has been afflicted by a dreadful curse and is willing to bestow a small fortune upon anyone brave enough to aid him.
To save the genie the characters will need to dive into the ocean... [click here for more] |
Dungeon Masters Guild |
$2.95 $1.00
|
Set in the cold and harsh lands of Damara, Fire in the Treehouse is the first adventure in the Mysteries of Damara, a series of small adventures loosely connected by an overarching plot. They are meant to be played as standalone adventures, or incorporated in existing campaigns as side treks, forming a mini distraction for when the characters wish to take a step away from... [click here for more] |
Dungeon Masters Guild |
$1.00
|
A group of adventurers must stop an evil Red Dragon and a group of Kobolds from destroying a small farming village.
A 5th Edition One-Shot! Includes monsters from the Monster Manual and Volo's Guide to Monsters.
This Adventure is best played with a group of 4-5 characters of level 3-4. ... [click here for more] |
Dungeon Masters Guild |
$1.00
|
The Porpoise is a supply ship that makes the run between Baldur's Gate and Fort Beluarian. It wasn't due back for nearly two weeks, but this morning rumors began circulating about it being shipwrecked on the rocks west of Greyharbor. Unable to spare the men to investigate, the Flaming Fist has decided to recurit a group of adventurers to take the risk, and gain whatever possible reward awaits. ... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Giant Tales
Two giant themed adventures to challenge your party. These adventures can stand alone, or be easily integrated into your Storm King's Thunder campaign.
In the Well of Victory, characters follow Berdusk Grey, relic hunter, into a sacred barbarian barrow mound and find an ancient memorial to giants that fell in the great war against dragons. This... [click here for more] |
Dungeon Masters Guild |
$1.00
|
The firenewts of Hrakhamar have taken over the ruins of Shilku! Their Warlocks of Imix are causing the volcano that sits above the city to continually erupt. Players are tasked with removing this threat and preparing the land for the building of a new fort on the southern coast of Chult.
This guide is meant to be used in conjunction with the Tomb of Annihilation adventure book. It uses monster statistics... [click here for more] |
Dungeon Masters Guild |
$1.00
|
The Aldani Basin is an enormous clearing in the jungles of Chult where rainwater collects to form multiple shallow lakes and vast marshy ecosystem. These lakes feed the major northern rivers of Chult, the Soshenstar and the Tath, as they travel from the middle of the jungle out to the sea.
The Tomb of Annihilation adventure book provides two interesting encounters for the Aldani Basin, Mbala... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Herbs of Lurkwood is a series of three D&D 5th Edition mini-adventures set in the savage frontier of the Forgotten Realms campaign setting as described in Storm King's Thunder.
Herbs of Lurkwood takes the players into the Lurkwood to farm rare herbs and learn about herbalism from the local inhabitants. Their search... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Save 40% on this product through my 2017 Bundle!
Help a bullywug through shocking times!
Pond-Dredger the bullywug, unable to be with the frog of his dreams, has an entirely new problem: he electrocutes everything he touches! Now he's kicked out of Dungrunglung; can you discover the source of his odd new power and put a stop to it?
Explore a silly and short Tomb of Annihilation... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Save 40% on this product through my 2017 Bundle!
The bullywugs have come to Chult!
Frog-Emperor Tadpool has led his people to the wonderful warmth of the jungle peninsula, and seeks to be part of the grung village of Dungrunglung. However, he'll need some impressive gifts if the grungs are going to let their poison-less cousins move in. The adventurers will assist the king's aide,... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Monster Squad is a short scenario designed for a party of four characters of level 2 or 3. The characters are hired to protect a noble’s wilderness holdings. His holdings have been under attack by monsters that are not normally found in this region. In Act One, the characters have been hired and are travelling from Waterdeep to the noble’s walled compound on the edge of the Westwood forest. ... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Every Dungeon Master needs help at times to move the story forward. Sometimes, the players get distracted with the more important tasks, such as; shopping, bar brawls, and random encounters that are “meaningful” to the story. The NPCs contained in this document are meant to aid the DM and add a little bit of flavor to any campaign. They are Chult based NPCs, but they can be used in any... [click here for more] |
Dungeon Masters Guild |
$1.00
|
This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen.
This module is designed for 3-7 characters of third through fifth level. It includes a detailed description of the Elven village... [click here for more] |
Dungeon Masters Guild |
$1.00
|
This is a time sensitive adventure lv 1-4, for those DM's that want your players to be time aware. To the passer by, this year’s Festival of Rain in Somberre may look the same as any other year, but there is something stirring beneath the surface. As time goes on signs begin to show that something isn’t quite right. Dark clouds slowly begin to cover the sky as a storm begins creeping in from the... [click here for more] |
Dungeon Masters Guild |
$1.00
|
An adventure designed for 4-7 characters of 1st through 3rd level. This module is the first of a series of High Forest adventures. It includes a description of the village of Merric, including detailed NPC's and approximately 8 hours of play content.
Merric has always been at risk of raids by the local Gnolls, but now word has come that the Orcs of the Greypeak mountains are massing to invade High... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Dear DM's and Adventurers
Please enjoy the following part to the free beginner part of “The Sanguine Tide”. This module covers one destination players may want to explore after completing part 1 of the campaign. This Module should cover at least 2 hours of content. If following on from the part 1 players can expect to gain anywhere from level 2-3 through to 4-5 depending on how much... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Dear DM's and Adventurers
Please enjoy the following part to the free beginner part of “The Sanguine Tide”. This module covers one destination players may want to explore after completing part 1 of the campaign. This Module should cover at least 2 hours of content. If following on from the part 1 players can expect to gain anywhere from level 2-3 through to 4-5 depending on how much... [click here for more] |
Dungeon Masters Guild |
$1.00
|
Dear DM's and Adventurers
Please enjoy the following part to the free beginner part of “The Sanguine Tide”. This module covers one destination players may want to explore after completing part 1 of the campaign. This Module should cover at least 2 hours of content. If following on from the part 1 players can expect to gain anywhere from level 2-3 through to 4-5 depending on how much... [click here for more] |
Dungeon Masters Guild |
$1.00
|
“Where the tenth is suckled, the nine rest. Seek the Soulmonger.
In the absence of the Spearbearer, an exile seeks to wake the nightmare snake.
The fool ignores the greater threat below. The living will reign no longer.”
-- Kar'Chay the Bleak
Tomb of Annihilation: Beginnings... provides an alternate beginning to the Tomb of Annihilation... [click here for more] |
Dungeon Masters Guild |
$1.00
|
The fate of Velen’s Reach is in your hands!
Located in the south of the Sword Coast, a small town was built to serve as a research outpost in order to procure and analyze the rumored magical artifacts buried in the numerous islands in the Nelanther Isles. However, in the town of Velen’s Reach, nothing is as it seems. Between rumors of corruption within the council, sightings... [click here for more] |
Dungeon Masters Guild |
$1.07
|
A demon cult has summoned monstrous minions of Zuggtmoy. Stop them with the aid of an Emerald Enclave emmisary in this Forgotten Realms 5th Edition Dungeons & Dragons adventure for 1st level characters. ... [click here for more] |
Dungeon Masters Guild |
$1.25
|
The Spellplague of 1385 DR set the world into motion, and the maps had to be redrawn. Many areas suffered, but few suffered as Lantan. The Gondsman of the Islands of Lantan and their great works of technology were washed away in tsunamis. Almost everything that they had developed was lost, but a little bit remains in distant places that were far from the islands.
The module is designed to be run in... [click here for more] |
Dungeon Masters Guild |
$1.45
|
Death haunts the unsuspecting travellers of the Heath of Greyhowl. A long forgotten evil releases a wave of vicious monstrosities on all who are unlucky enough to be caught on the open road.
Throw your players into the midst of a desperate battle for survival as only the timely intervention of great magic will save them, if they can hold out long enough...
Horrors from the Heath is an adventure... [click here for more] |
Dungeon Masters Guild |
$1.49
|
Here is your day's chultan adventure for the price of a small coffee! DM or play in this adventure of thrill as adventurers are forced to make difficult choices, slay dangerous creatures, explore a fortress, and save Chultans! This adventure comes with:
1. Two maps designed for the purpose of the plot!
2. A plot that makes player decision important!
3. Memorable NPC's and an immersive plot!
This... [click here for more] |
Dungeon Masters Guild |
$1.50
|
A new evil lurks in Ardeep Forest and has claimed its first victim. This adventure is designed to be interwoven into and enhance A Great Upheaval from Storm King's Thunder, enriching the story while helping fill the oft-criticized "experience point gaps" over levels 1-5. Alternatively, this material can easily be adapted to enhance nearly any campaign. ... [click here for more] |
Dungeon Masters Guild |
$1.50
|
An old school adventure from Cawood Publishing, makers of over 30 bestselling 5E products! A Knight of the Unicorn has gone missing! The heroes must chase down this troublemaker. Meet with the local steward and go on a quest to apprehend the knight. The town of Daggerford needs help from a brave party of adventurers! However, not all is as it appears...
A good introductory... [click here for more] |
Dungeon Masters Guild |
$1.95
|
In 1984, TSR published the module named “Rahasia” with the module code “B7”. It was written by Tracy and Laura Hickman and illustrated by Jeff Easley and Timothy Truman, and consisted of a 32 page booklet and cover folder containing maps. "Rahasia" was originally published in 1979 by Hickman under his publishing imprint Daystar West Media, and again in 1983 by TSR as "RPGA1 Rahasia", available... [click here for more] |
Dungeon Masters Guild |
$1.95
|
In 1986, TSR published the module named “Treasure Hunt” with the module code “N4”. It was written by Aaron Allston, and illustrated by Jeff Easley and Stephen Fabian. It consisted of a 36 page booklet, 12 page interior booklet, and folding cover with maps. This module was unique in that it included a section for running characters at level 0.
This conversion guide allows DMs to run the original... [click here for more] |
Dungeon Masters Guild |
$1.95
|
In 1987, TSR published the module named “Under Illefarn” with the module code “N5”. It was written by Steve Perrin and illustrated by Jeff Easley and Luise Perenne. It consisted of a 48 page booklet and an outer folder containing maps. The module details the town of Daggerford and offers 4 adventures in the surrounding area including exploration of the titular mines. "Under Illefarn" was... [click here for more] |
Dungeon Masters Guild |
$1.95
|
In 1982, TSR published the module named “Danger at Dunwater” with the module code “U2”. It was written by Dave J. Browne and Don Turnbull, and illustrated by Dave De Leuw, Jim Holloway, Harry Quinn, and Tim Truman. It consisted of a 30 page booklet and cover folder with maps.
This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for... [click here for more] |
Dungeon Masters Guild |
$1.95
|
As you approach, the miners themselves appear from their hidey-holes around the ruined camp. They are haggard and hollow-eyed, barely able to lift the picks and shovels they've clearly been using as weapons. They are unwashed, muddy and stinking - they look little different to the undead that they have been fighting.
Shrouded in damp blankets and shivering, they stare at you... [click here for more] |
Dungeon Masters Guild |
$1.95
|
"OMG! This is excellent!"
"Very well done! A great adventure"
Yegor Bonecruncher is the most ferocious hill giant in the land. When he begins terrorising the small village of Frickley, the inhabitants have only one hope - the legendary warrior, Jahia Giantslayer. The PCs undertake a dangerous trek through the High Forest to find her, battling wild fey magic all the way. But can Jahia... [click here for more] |
Dungeon Masters Guild |
$1.95
|
Many of the local lords had gathered for a peace moot. A perfect opportunity for the demon-possessed Aeldrith Forkbeard to murder them all in cold blood.
The PCs, attending the moot, must now flee for their lives. Harried by a Northlander warband, the party is forced to flee into the dreaded Witchwood. To reach the safety of the Kingdom of Marshes they must traverse the depths of the forest, avoiding... [click here for more] |
Dungeon Masters Guild |
$1.95
|
Taken by slavers, a group of adventurers have to free themselves on their way to the island realms of Moonshae. How far will each member go in order to get back to the life they knew? Or will they instead be changed by their harsh fate and embrace the power that can grant them revenge. The fate of the Moonshae Isles rests in the decisions each adventurer makes as they struggle to turn their... [click here for more] |
Dungeon Masters Guild |
$1.95
|
"You wake up hazily from what feels like a rather deep rest. Your eyes take time to adjust but as you slowly get up, you feel the ground for the first time... it feels strangly perfect"
The Beastlands is a plane of primal wilderness, its a place of intelligent celestial beasts and of the most perfect nature to exist anywhere in the multiverse. Its the space between neutral good and chaotic... [click here for more] |
Dungeon Masters Guild |
$1.95
|
Are We There Yet?
Sometimes trudging through the wilds of Faerun can be dull and uneventful. Well not any more!!
Are We There Yet is a collection of 15 different encounter ideas created to help make them long trips between quests more exciting and challenging. From saving rare beasts to fighting enormous mimics these encounters cover combat, problem solving, roleplaying and puzzles... [click here for more] |
Dungeon Masters Guild |
$1.99
|
The secluded settlement of Sunboughs has enjoyed prosperity within the Moonsea for centuries. A trade agreement is threatened when a fierce enemy strikes, seeking to destroy the elves and thwart their time-honored agreement! Who will come to their aid? This adventure is set in the Cormanthor Forest. A four-hour adventure for Tier One characters. ... [click here for more] |
Dungeon Masters Guild |
$1.99
|
Exiled to the remote marshes south of Derlusk, violent and traitorous radicals who call themselves the Consortium of the Crest are trying to cause mayhem and destruction in order to destabilize the region and restore the former kingdom. Taking refuge in their secret base of operations, Hollow Haven, the Crest is trying to bring fiends from the Nine Hells into the Border Kingdoms, and if they are not... [click here for more] |
Dungeon Masters Guild |
$1.99
|
The stone walls are thin. The stone walls are thin. Shall they keep death out, shall they keep death in? —Calishite Proverb
A four-hour adventure for 1st-2nd level characters, taking place in the Border Kingdoms of Forgotten Realms. The first part of a multi-tier story arc Border Kingdoms Fallen.
On the frontier of south Faerûn, Sundered Hold stands alone above the... [click here for more] |
Dungeon Masters Guild |
$1.99
|
Gnolls and humans living together? Such an event was deemed impossible until Simon Rucksack, a halfling kennelmaster, domesticated the Cragteeth Warband. But can the gnolls truly learn civilized kinship, or will their natural killer instinct come slavering back?
“Fetch the Rucksack Howlers” is a Dungeons and Dragons 5th Edition module designed for 3-5 players at level... [click here for more] |
Dungeon Masters Guild |
$1.99
|