Close
Close
Narrow Results
$ to $
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!















ThemeSetting
Dungeon   Remove Search Term
Forgotten Realms   Remove Search Term
Advanced Search

pixel_trans.gif
 
 Hottest Dungeon, Forgotten Realms
 
 Hottest Community Dungeon, Forgotten Realms
pixel_trans.gif
pixel_trans.gif
 
 Newest Titles in This Section
 
 Newest Community Created Titles in This Section
pixel_trans.gif
Products found in this section... Sort by: 
 Title    Publisher    Price ▲ 
Paper Minis of Ostoria (Storm King's Thunder)

Paper Minis of Ostoria (Storm King's Thunder)


A collection of Giant minis to play Storm King's Thunder. Print out each page onto half-letter or A5 card, print a reversed version and glue together, then cut out with scissors or a craft knife. (All pages are 5" x 8" so set your printing software to this exact size if you can for best results!) ...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Paper Minis of Phandelver (Starter Set - Lost Mine of Phandelver)

Paper Minis of Phandelver (Starter Set - Lost Mine of Phandelver)


All the minis you need to play Lost Mine of Phandelver. Print out each page onto half-letter or A5 card, score and fold along the line and glue, then cut out with scissors or a craft knife. (All pages are 5" x 8" so set your printing software to this exact size if you can for best results!) ...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Paper Minis of Pinebrook (Peril in Pinebrook)

Paper Minis of Pinebrook (Peril in Pinebrook)


All the minis you need to play Peril in Pinebrook. Print out each page onto half-letter or A5 card, score and fold along the line and glue, then cut out with scissors or a craft knife. (All pages are 5" x 8" so set your printing software to this exact size if you can for best results!) ...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Paper Minis of The Sunless Citadel  (Tales from the Yawning Portal)

Paper Minis of The Sunless Citadel (Tales from the Yawning Portal)


All the minis you need to play The Sunless Citadel. Print out each page onto half-letter or A5 card, score and fold along the line and glue, then cut out with scissors or a craft knife. (All pages are 5" x 8" so set your printing software to this exact size if you can for best results!) ...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Paper Minis of White Plume Mountain (Tales from the Yawning Portal)

Paper Minis of White Plume Mountain (Tales from the Yawning Portal)


All the minis you need to play White Plume Mountain. Print out each page onto half-letter or A5 card, score and fold along the line and glue, then cut out with scissors or a craft knife. (All pages are 5" x 8" so set your printing software to this exact size if you can for best results!) ...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Return to the Temple of Elemental Evil 5E Conversion (Appendices)

Return to the Temple of Elemental Evil 5E Conversion (Appendices)


This is a 5E conversion of the popular 3E adventure module Return to the Temple of Elemental Evil (2001). The original was designed for a party of four 4th-level characters who advance to 14th level by the end of the adventure. Following DMs Guild guidelines, this conversion guide places the adventure in the Forgotten Realms campaign setting, and updates each encounter, monster, and NPC so that the...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
Sea of Blood

Sea of Blood


Dante Coldharbour, undead scourge of the sword coast, has taken to the sea in his ship "The Maiden's Neck" once again. Awakened from his long slumber by an accidental run in with Zhentarim slave traders who most graciously offered their blood, Captain Coldharbour has mercilessly slaughtered any foe who has come against him. Every crew he murders adds to his undead fleet and brings him one step closer...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Secret Library Trap

Secret Library Trap


Deep beneath the fortress of Candlekeep is a secret library that protects a tome of ancient prophecy. But securing the tome is no easy task, as adventurers brave secret doors, flinging books, deadly paper cuts, and an imprisonment charm that promises to transform them into their own leather-bound autobiography. Designed to be played with a group of 3-4 characters of level 5-10, the Secret Library...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Skullport Locations (70+) and Friendly NPC’s for DotMM (Player's version)

Skullport Locations (70+) and Friendly NPC’s for DotMM (Player's version)


Enter the dark and twisted world of Skullport with this map guide, perfect for adventurers seeking to explore the city's notorious haunts. This Supplement is made for the players, to have a usable map and not to forget all the possible 70+ Locations and NPCs. DotMM Companion (Dungeon of The Mad Mage) From the human and bugbear barracks to the tower...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Storm King's Thunder: Grudd Haug Script

Storm King's Thunder: Grudd Haug Script


Grudd Haug Script This a "box text" descriptive aid for Dungeon Masters running Storm King's Thunder. Each area of the dungeon is prepared and ready for you to read aloud (or simply reference) without worrying over missing significant details or accidentally revealing too much.  This purchase includes an additional ink-friendly version of the pdf. Whether you're...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
Storm King's Thunder: Nightstone Script

Storm King's Thunder: Nightstone Script


Nightstone Script This a "box text" descriptive aid for Dungeon Masters running Storm King's Thunder. Each area of the village is prepared and ready for you to read aloud (or simply reference) without worrying over missing significant details or accidentally revealing too much.  This purchase includes an additional ink-friendly version of the pdf. Whether you're...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
The Duskbringers 2: A Shadow Underground

The Duskbringers 2: A Shadow Underground


The Duskbringers is a series of adventure starters for D&D 5e. Each double sided starter introduces a location and an associated threat/event to build an adventure around. The Duskbringers 2: A Shadow Underground - A long abandoned mine reveals a forgotten secret from the past and the remains of a cult that once rose with dreams of challenging the might of the Church of Lathander...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
The Glint of Blue Iron

The Glint of Blue Iron


Rumors of strange happenings and even stranger creatures are coming from the small quarry town of Greyward.  Mining has come to a standstill as monstrosities are appearing from the tunnel depths.  Unknowingly, the miners have broken into a long-forgotten tunnel system, the terminus of which is a weakened gateway to the Far Realm and a fanatic cult wielding an artifact that weakens the boundaries...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
The Iron Dreamer - Weekend Oneshot no. 1

The Iron Dreamer - Weekend Oneshot no. 1


After a pair of minotaur adventurers infiltrate the Archforge and slay its dragon ruler, they discover that the treasure inside is an imprisoned Archfey—and now they’re the wardens. After years of extorting the Archfey’s power, whispers of treasure, magic, and dissention seep into the countryside. Is it time for another group of adventurers to steal control of the mighty...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
The Labyrinth of Gazing

The Labyrinth of Gazing


In this unconventional adventure,designed for 3 to 5 characters of level 8, the players will experience a dungeon delve turned on its head. Instead of facing trials and challenges to find the treasure, they'll encounter them as they attempt to escape with it. This 'inside-out' dungeon offers an easy journey in, but a perilous one out. While they navigate the seemingly benign rooms during their initial...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
The Rats in the Cellar

The Rats in the Cellar


Something's Rattling in the Walls! Prepare for a unique adventure that puts a twist on the traditional rat extermination quest! Nestled in the heart of the saffron trade city of Ormpur, a seemingly simple task awaits. Dive into the shambles, meet a desperate job broker, and embark on an assignment that's anything but ordinary. Tailored for newcomers and veterans alike, this scenario offers a...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
The Sunless Citadel: Background Hooks

The Sunless Citadel: Background Hooks


For a small town to the North, Oakhurst is an unassuming place for all the dark secrets it holds. Kobolds and goblins war for dominance in the dark. Magic fruit appears that can cure as easily as it can curse. Tall tales of dragon cults and vampires pass from person to person. And all the while, people of all sorts disappear into thin air, never to return. It's up to your party to dig up the mystery...   [click here for more]
Dungeon Masters Guild  $1.00

Add to Dungeon Masters Guild Order  
The Tomb of Opulence

The Tomb of Opulence


The lost tomb of the famous gambler Father Nevin is rumored to be loaded with gold and jewels, and the Zhentarim just discovered its location. Can the player characters survive the perils of the tomb and snag the treasure from under the Zhentarim’s nose? ...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
Vault of the Grumpy Sphinx the GDM 3rd Anniversary Adventure

Vault of the Grumpy Sphinx the GDM 3rd Anniversary Adventure


“A crumpled note in your hand reads ‘BRING YOUR PARTY. THE TOURNAMENT BEGINS.’ You gather your friends, steel your weapons, and travel to the Grumpy Tabby Tavern. Inside a grumpy bartender greets you and asks if you are ready. With a flash of bright light, you are teleported away. As your vision adjusts, you find yourself in The Vault of the Grumpy Sphinx. The second Grumpy Dungeon Master...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
La Tirannia dei Draghi. Guida alla Saga: Parte 1, Background

La Tirannia dei Draghi. Guida alla Saga: Parte 1, Background


In questa guida troverete tutto ciò che vi serve per gestire la vostra epica campagna di Tyranny of Dragons. Nota per presentare diversi problemi strutturali e richiedere molto lavoro da parte del DM intenzionato a proporla ai suoi giocatori, questa saga si compone di due avventure separate: Hoard of the Dragon Queen Rise of Tiamat. Questa guida si propone di aiutare...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
La Tirannia dei Draghi. Guida alla Saga: Parte 2, Il Tesoro della Regina dei Draghi (ep. 1-4)

La Tirannia dei Draghi. Guida alla Saga: Parte 2, Il Tesoro della Regina dei Draghi (ep. 1-4)


In questa guida troverete tutto ciò che vi serve per gestire la vostra epica campagna di Tyranny of Dragons. Nota per presentare diversi problemi strutturali e richiedere molto lavoro da parte del DM intenzionato a proporla ai suoi giocatori, questa saga si compone di due avventure separate: Hoard of the Dragon Queen Rise of Tiamat. Questa guida si propone di aiutare...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
Dungeon Fillers: 100 Random Books

Dungeon Fillers: 100 Random Books


A ready-to-use table of 100 random books for all your bookshelf needs. Books can be a source of knowledge, giving valuable information and knowledge of history, or perhaps they will lead to new recipes, or maybe just more questions. This supplement provides 100 different books that could be found in a bookshelf in the forgotten realms. From essays on magical theory, to diaries or maybe even a small...   [click here for more]
Dungeon Masters Guild  $1.24

Add to Dungeon Masters Guild Order  
100 Knick-knacks for Undermountain

100 Knick-knacks for Undermountain


This is a collection of minor items that could be found in the possession of NPCs, or given out when a random trinket would normally be handed out. They are connected to Undermountain in some way, and could provide hints or clues. Most are unlikely to have any real value and some are outright junk. A few may be slightly magical, though not in a very useful way. They can be used as oddities to spark...   [click here for more]
Dungeon Masters Guild  $1.25

Add to Dungeon Masters Guild Order  
100 Knick-knacks for Undermountain II

100 Knick-knacks for Undermountain II


This is a collection of minor items that could be found in the possession of NPCs, or given out when a random trinket would normally be handed out. They are connected to Undermountain in some way, and could provide hints or clues. Most are unlikely to have any real value and some are outright junk. A few may be slightly magical, though not in a very useful way. They can be used as oddities to spark...   [click here for more]
Dungeon Masters Guild  $1.25

Add to Dungeon Masters Guild Order  
100 Knick-knacks for Undermountain III

100 Knick-knacks for Undermountain III


This is a collection of minor items that could be found in the possession of NPCs, or given out when a random trinket would normally be handed out. They are connected to Undermountain in some way, and could provide hints or clues. Most are unlikely to have any real value and some are outright junk. A few may be slightly magical, though not in a very useful way. They can be used as oddities to spark...   [click here for more]
Dungeon Masters Guild  $1.25

Add to Dungeon Masters Guild Order  
Class Archetypes From the World Below (Parts 1-3)

Class Archetypes From the World Below (Parts 1-3)


There are whispers of a land deep underground, a world below where even the bravest adventurers dare not travel: The terrible realm of the Underdark. A subterreanen world of darkness filled with otherworldly monsters, cruel and insane races, and terrible powers that plot to seize control of the world above. In the darkest corners of such a land, powerful individuals rise, armed with skills, magics,...   [click here for more]
Dungeon Masters Guild  $1.25

Add to Dungeon Masters Guild Order  
100 Notes, Letters or Graffiti to Find in or about Undermountain II

100 Notes, Letters or Graffiti to Find in or about Undermountain II


This supplement contains 100 pieces of graffiti or notes that could be found in or about Undermountain. They cover Undermountain in general and specifically Levels 12 to 23. The writings can be found in Undermountain itself, or elsewhere. They may be found as notes on bodies, hidden in desks or scrawled on walls for example, and there are supplementary tables for both notes and graffiti. Each result...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 1.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 1.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun! This document contains description...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 2.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 3.

Monsters' Guide to Combat Encounters for Waterdeep: Dungeon of the Mad Mage. Level 3.


Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding how to run combat encounters, how to make them coherent, memorable and fun!  This document contains description...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
The Light at the End of the Tunnel

The Light at the End of the Tunnel


An intreaguing story featuring your group of Players! Let your Players embark on a journey through riots, secret meetings, lies, greed, madness, tunnels, crime lords, monsters and epic loot! This six act adventure for lvl 4-6 characters is the sequel to the Spymasters Predicament but can be run as a separate adventure. Features: 6 Acts with 12+ hours of playtime 12 Illustrated...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Undermountain - Standalone Part 1: Down the Well

Undermountain - Standalone Part 1: Down the Well


Undermountain - Standalone Part 1: Down the Well The undermountain megadungeon, as presented in Waterdeep: Dungeon of the Mad Mage, is a colossal place and a huge adventure. But for some, it might be too large. Standalone seeks to re-frame each floor as a single adventure, with its own hooks and resolutions. Minimal information is reproduced within these chapters, and the original book will...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Villains Reforged: Storm King's Thunder

Villains Reforged: Storm King's Thunder


"The giant problem just got more giant-er..." This compendium provides game statistics for six enemies that appear in Storm King's Thunder as well as five custom magic weapons for the giant warlords. The featured creatures have been reinterpreted with new stat blocks that offer a dynamic challenge with a more contemporary, action-oriented design. Stat blocks include: Imryth, Doom of the...   [click here for more]
Dungeon Masters Guild  $1.49

Add to Dungeon Masters Guild Order  
Children of Okumande

Children of Okumande


The Children of Okumande is a collection of centipedes for any 5E campaign. Pit your adventurers against new centipede swarms, centipedes of all sizes, even a demonic centipede and the detailed stats of the demon mother of centipedes herself, Okumande. ...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
Cleric's Chosen Items

Cleric's Chosen Items


Blessings of the Goddess to you! It is with the fair and enterprising touch of Waukeen that we bring to you our fourth list of items. As in the previous deals, the Goddess has seen fit to provide thirty magical items for all manner of adventurers and miscreants, for every occasion in life. We have relics, talismans and lucky coins for Cleric’s that wish to adhere to our usual calling of support...   [click here for more]
Dungeon Masters Guild  Pay What You Want

Add to Dungeon Masters Guild Order  
Compendium of Blades Vol.2 Blades of Avernus

Compendium of Blades Vol.2 Blades of Avernus


The Compendium of Blades is an ongoing series that covers magical bladed weapons. Future volumes will include daggers, axes, polearms, eastern swords, exotic bladed weapons, and western swords not covered in the original volume. This volume covers 20 magical blades drawn the 1st layer of the Nine Hells Avernus. Magic Weapons are a staple of any fantasy setting, and any good Dungeon Master could always...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
Creature Crucible 23--Nightmare Anguish II

Creature Crucible 23--Nightmare Anguish II


Welcome to the Creature Crucible series where I go through old documents from previous edditions of dungeons and dragons and try to breath life into old monsters and update them up to a 5ed stat blocks.  This time we look at a good bit of monsters from the old Spelljammer setting as well as others.  Inside this document you get 14 stat blocks for monsters:   Avolakia  Beholder-kin, Examiner  Beholder-kin,...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DC-POA-JAT-04 The Enemy Mine - Kobold Craziness part 4

DC-POA-JAT-04 The Enemy Mine - Kobold Craziness part 4


Kobold miners at the gem mine near Termalaine have uncovered dangerous artifacts on the mine’s third level, and since then, kobolds throughout Termalaine and throughout Icewind Dale have lost their ability for judgement and reasoning, instead mindlessly working for some strange force. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 4. The fourth of four AL adventures in the Kobold...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
Despair at Camp Southwood

Despair at Camp Southwood


The party’s attempt to seek shelter from a storm turns into an urgent rescue mission when a priest of Yeenoghu, the Prince of Gnolls, plans to sacrifice a child as part of a devious ritual. As they venture forth into the woods, the party will have to choose between a faster but riskier path, or a slow and safe approach. The decision they make will affect future encounters on their way to rescue the...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 10: Muiral's Gauntlet

DotMM Companion 10: Muiral's Gauntlet


The DotMM Companion thunders back to life! As our adventurers descend to Muiral's Gauntlet, they must finally face House Auvryndar, their perpetual heels throughout Undermountain. Likewise, the Gauntlet's master roams these halls with his dead, desperate to hold onto what he has left. This supplement includes: DM Notes. Notes including but not limited to...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 11: The Troglodyte Warrens

DotMM Companion 11: The Troglodyte Warrens


The DotMM Companion slips and slides its way into the ugly red-headed stepchild of Undermountain: the Troglodyte Warrens. Under this supplement, new life has been brought to its wretched caverns through the introduction of a balhannoth (in addition to the behir), a telepathic, eyeless horror from the Shadowfell. Sandwiched between a balhannoth and a behir, the adventurers must skirt...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 12: The Maze Level

DotMM Companion 12: The Maze Level


The DotMM Companion boogies on down to Level 12, the Maze Level—seat of House Freth's power in Undermountain. In this supplement, comedy abounds in an otherwise boring level as a simulacrum of Halaster Blackcloak has been captured and forced into an arranged marriage with the very pregnant Lady Erelal Freth. This supplement includes: DM Notes. Notes including...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 13: Trobriand's Graveyard

DotMM Companion 13: Trobriand's Graveyard


The DotMM Companion creeps on down to Level 13, Trobriand's Graveyard—which has been reimagined as a harsh wasteland that stretches on for miles. Halaster has wished a massive illusion into existence, much like on Level 5, painting this level into a desert whose swollen sun sheds real heat. This entire supplement is a tribute to Mad Max: Fury Road and aims...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 14: Arcturiadoom

DotMM Companion 14: Arcturiadoom


The DotMM Companion reaches the mid-season finale! Halaster has armed the Weapon of Mass Disintegration Arcturia so carefully designed for her lair, pitting the players into a ten minute—yes, ten minutes!—race to find six mithral keys and shut off the WMD before it dusts all living creatures on this level! This supplement includes: DM Notes. Notes including...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 15: The Obstacle Course

DotMM Companion 15: The Obstacle Course


The DotMM Companion continues on to Level 15, the Obstacle Course—the most perfect level of Undermountain. Having been locked in a demiplane for three months by the Mad Mage, the party is offered to chance to save the city of Waterdeep from Mecha-Halaster! This supplement includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 16: The Crystal Labyrinth

DotMM Companion 16: The Crystal Labyrinth


The DotMM Companion shoots up into outerspace with Level 16, the Crystal Labyrinth. This supplement fleshes out the chapter, offers advice for NPCs' tactics, and sets up the next level of Undermountain. It includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl with valuable roleplay with select NPCs. Areas of Note....   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 17: Seadeeps

DotMM Companion 17: Seadeeps


The latest chapter of the DotMM Companion takes the party through the Alterdeep simulation, the pride and joy of the ulitharid Extremiton. Can they realize the terrible truth of this odd Waterdeep? This supplement includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl with valuable roleplay with select NPCs. Areas...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 18: Vanrakdoom

DotMM Companion 18: Vanrakdoom


The adventurers have come to one of the deadliest challenges of Undermountain: Vanrakdoom! In this chapter of the DotMM Companion, the party must square off against creatures tainted (mostly) beyond redemption by the Shadowfell. This supplement includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl with valuable roleplay with...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 19: Caverns of Ooze

DotMM Companion 19: Caverns of Ooze


Having survived the horrors of Vanrakdoom, the adventurers descend to the Caverns of Ooze where they receive the next major quest of Undermountain! This chapter of the DotMM Companion includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl with valuable roleplay with select NPCs. Areas of Note. Notes,...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
DotMM Companion 20: The Runestone Caverns

DotMM Companion 20: The Runestone Caverns


At long last the adventurers square off with Halaster Blackcloak's dreaded foe, the lich Ezzat! This chapter of the DotMM Companion includes: DM Notes. Notes including but not limited to spicing up the dungeon crawl with valuable roleplay with select NPCs. Areas of Note. Notes, room descriptions, scenes, and scripts for the various...   [click here for more]
Dungeon Masters Guild  $1.50

Add to Dungeon Masters Guild Order  
Displaying 201 to 250 (of 1279 items) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
Select Page Number