FG Adventure

Fantasy Grounds adventure module

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Icewind Dale Fantasy Grounds Bundle Front Cover
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Get all three Icewind Dale - Rime of the Frostmaiden adventure releases in one bundle.

Icewind Dale: Tome of Adventures

Atmospheric adventures for stormy nights in the North.

This product includes eight quests with original maps for campaigns in and around the Icewind Dale, most prominently Rime of the Frostmaiden or Storm King's Thunder. Battle phase spider cambions, mind flayer juice infused crabs, living fingers of death, and more.

Icewind Dale: Strange Encounters

Strange encounters for wilderness travel in the North.

This product includes thirty encounters with new stat blocks and NPCs for campaigns in and around the Icewind Dale, most prominently Rime of the Frostmaiden or Storm King's Thunder. Fight off threats like duergar pain sledges and swarms of flesh eating hares—or enjoy light conversation with ancient land whales or sentient haversacks.

Icewind Dale: Notice Board Seeds

Quest seeds on notice boards—adventures close to home or in the wilds.

This product includes twenty quest seeds for the Ten Towns or other settlements in the Icewind Dale. Best used in campaigns like Rime of the Frostmaiden or Storm King's Thunder. Recover cursed garum, become militia captains, or drive merfolk commandos back into the lakes!

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Attack on Saltmarsh Product Image on DMsGuild
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A capstone adventure for Ghosts of Saltmarsh or a chance to punch giant monsters in the gut.

An ancient prophecy foretells the coming of a great evil.
“When the sea rains into the blackened sky and the dwellers of the deep gorge themselves on living flesh, Ujiak returns to ravage the world.” So sayeth a wise seer.
Only a mighty band of heroes can prevent the coming dark age—with extra-planar technology and superior firepower, that is.

Attack on Saltmarsh is a 4 to 6-hour adventure designed for four to six 11th to 13th-level characters. It is optimized for five characters with an average party level (APL) of 12. To run the adventure, you need the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual. It is a dark adventure that features monsters devouring humanoids. Player discretion advised. Although Saltmarsh serves as a backdrop for the adventure, any coastal town setting is suitable with minor alterations as given in the text.

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Icewind Dale: Strange Encounters DMsGuild Product Image
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Strange encounters for wilderness travel in the North.

This product includes thirty encounters with new stat blocks and NPCs for campaigns in and around the Icewind Dale, most prominently Rime of the Frostmaiden or Storm King's Thunder. Fight off threats like duergar pain sledges and swarms of flesh eating hares—or enjoy light conversation with ancient land whales or sentient haversacks.

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Icewind Dale: Notice Board Seeds DMsGuild Product Image
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Quest seeds on notice boards—adventures close to home or in the wilds.

This product includes twenty quest seeds for the Ten Towns or other settlements in the Icewind Dale. Best used in campaigns like Rime of the Frostmaiden or Storm King's Thunder. Recover cursed garum, become militia captains, or drive merfolk commandos back into the lakes!

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Icewind Dale Tome of Adventures DMG Product Image
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Atmospheric adventures for stormy nights in the North.

This product includes eight quests with original maps for campaigns in and around the Icewind Dale, most prominently Rime of the Frostmaiden or Storm King's Thunder. Battle phase spider cambions, mind flayer juice infused crabs, living fingers of death, and more.
 

Quest Descriptions

Auril's Sinew: A goblin death cult occupies a gargantuan bridge in the Spine of the World—contains flying goblins and Death Cult mechanics.

Crab Collective: A lair of sentient, psionic crabs that have evolved after gobbling up a mind flayer—contains disgusting eggs and mind-bending group mechanics.

Hunting Grounds: An orc village fights a losing battle against a phase spider cambion named Muugin—contains a reoccurring villain that might crawl into your mouth at night.

Last Rest Inn: An extra-dimensional inn that only appears to travelers on the brink of death—contains a hungry oni, umber hulk chairs, and a mind flayer trap.

Moon Shade Mead: An adorable quest to help a young halfling revive her late grandfather's meadery—contains magic berries, undead critters, and a speaking skull.

Strike the Earth: A former dwarven hold, now the lair of svirfneblin eating yuan-ti—contains hardship, magma worms, and split tongued liars.

Tower of Lead: The Tower of Lead, a leaking wound in the Weave and site of a failed mythal—contains living spells and deadly radiation.

Well of Spirits: The Well of Spirits, an ancient site of power, misused by a priest of Auril and her fur-covered followers—may contain traces yeti.

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Baldur's Gate Notice Boards 2 DMsGuild Product Image
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Welcome to Baldur’s Gate Notice Boards 2, a fresh collection of quests for the City of Blood. In this second iteration, we explore interesting locations in and around Baldur’s Gate to get your imagination glands pumping.

To run these adventures, you need the fifth edition Player's HandbookDungeon Master's Guide, and Monster Manual. A copy of Baldur’s Gate: Descent into Avernus (BGDA) is useful but not strictly necessary.

The adventures follow a two-stage design to offer content for both low and high-level characters. Tier 1 characters can at least solve part of each quest. After reaching the higher tiers, the characters can return to the adventure and finally complete it.

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Steel Elysium | An Eberron Adventure DMsGuild Product Image
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Evil brews in the messy guts of Sharn, the undercity known as Khyber's Gate. A transcended warforged named Radix amasses an army of warforged shells by transplanting their souls into freshly cast, mortal bodies. A small grain of sand in Radix’s gearbox might yet save Sharn from a devastating attack.

Steel Elysium is a 4 to 6 hour adventure designed for four to six 4th to 6th level characters. It is optimized for five characters with an average party level (APL) of 5. To run Steel Elysium, you need a copy of the Monster Manual. A copy of Eberron: Rising from the Last War can help with background information about the setting. It is a dark adventure that deals with death, murder, loss, and worse. Reader discretion advised.

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Zweikampf: Ravnica Monster Duels DMG Product Image
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"Welcome to ‘ze exciting world of Zweikampf, an invention of my glorious guild, ‘ze Izzet League. Ravnica is inhabited by strange creatures we call monsters. By forcing ‘zese creatures into mizzium balls, we can tame ‘zem and ‘zey become Zweikampf monsters."

— Professor Lohengrin

Zweikampf: Ravnica Monster Duels provides a framework to catch monsters, evolve them, and fight exciting battles in Ravnica's Tenth District. It contains over thirty tables to roll on, over twenty new monsters, and many, many rules. A warning: this supplement is neither balanced nor serious. It was conceived to have fun, not crunch numbers.

Scour Ravnica for monsters, duel guildmasters in excessively large arenas, collect badges, fight your way through the Izzet League, and finally face Professor Lohengrin to get your hands on one of the Legendary Izzet Balls!
 

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Ravnica Encounters DMsGuild Sales Page Image
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Ravnica Encounters is a collection of random events that introduce the characters to interesting inhabitants of Ravnica, bring them into conflict with the guilds, and offer inspiration for adventure. Since the characters’ allegiance depends on the individual campaign, some encounters may unfold very differently than anticipated. The same encounter can confront the characters with friendly members of their own guild or mortal enemies from opposing factions. Make therefore sure to read the encounters carefully and consider possible ramifications.

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Sharn Notice Boards DMsGuild Product Image
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Sharn Notice Boards: After Dark is a collection of four quests and two bounty hunts. The themes are mostly gruesome and tragic, hence the fitting subtitle. Each quest introduces at least one interesting inhabitant of Sharn to the characters, leads them into diverse areas, and offers seeds for future adventures relating to the mission or client. To run these quests, you need a copy of the Player’s Handbook, the Dungeon Master’s Guide, the Monster Manual, and Eberron: Rising from the Last War (RFTLW).

With the release of the Fantasy Grounds version, Sharn Notice Boards has been added to the following bundles:

Eberron Bundle

Notice Boards Bundle

Everything Bundle

Check out this previous post to see everything in these great, discounted collections:

A Bundle of Bundles - Fantasy Grounds on DMs Guild

 

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