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{Hack}:Coven | An Eberron 1099 YK Adventure DMsGuild Product Image
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A cyberpulp and technoir adventure, featuring techno hags and virtual realities.

Exploring the mind of a forged is dangerous. Who knows what awaits you in the depths of their imagination. Just hope they’re not particularly interested in horror stories or Sharn politics.
{Hack}:Coven is a Dungeon & Dragons adventure optimized for four to six characters. The characters can begin the adventure on 3rd or 4th level without needing to rebalance the encounters. To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) and a copy of Eberron: Rising from the Last War (E:RLW).

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Secret of the Stardragon Product Image on DriveThru
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Episode 2 in the Exchange Student Adventure Series

The heroes are attending a recruitment workshop at the prestigious Tsygan Intergalactic Boarding School (TIBS). While visiting the school's athletic facilities, they are approached by Dr Nova, a professor of Mythical Zoology. Strange and dangerous things are happening in the Stardragon habitat. Dr Nova needs a security escort to get her to the Stardragon nest so she can witness an event never before recorded in the annals of Science. The hatching of Stardragon eggs!

Can the heroes help Dr Nova get safely to the Stardragon nest in time to witness the hatching?

Secret of the Stardragon is a 6 encounter 45-90 minute adventure. It includes 4 new maps, 4 new heroes, 4 new monsters and 2 new pets!

All hero/monster/pet cards/minis include both b&w and full color versions. Also includes printer-friendly version.

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Exchange Student 0 Product Image on DriveThru
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Episode 1 in the Exchange Student Adventure Series

The heroes have arrived on the planet San Dromeda to attend a recruitment workshop at the prestigious Tsygan Intergalactic Boarding School (TIBS). Unknown to the heroes, spies from the Droid Authority have infiltrated the school with the intent to steal information from the TIBS' vast databases. These contain comprehensive data from thousands of intelligent species from across the galaxy and could be very dangerous in the wrong hands. 

With the help of some new friends, can the heroes stop the droids from stealing potentially dangerous information before its too late?

Exchange Student 0 is a 5 encounter 45-90 minute adventure. It includes 8 new maps, 4 new monsters, 4 new heroes and 2 new pets!

All Hero/Pet/Monster cards and minis include both b&w and full color options.

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Neon Knights DMG Product Image
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A cyberpulp extravagance, featuring laser-eyed trolls and metal stallions.

Welcome to my Eberron. I am telling it to you straight; this is not your father’s Eberron. The year is 1099 YK. Time doesn’t stand still—the technology of the Last War rusts in the dustbin of history. The Houses are still up to no good, always have been.

As mercenaries, you ought to choose your clients carefully or you find yourself on the wrong side of a trash compactor. That is all the info you get for free. Now run along, chummer. And remember, keep your head down and protect your wetware—warp bullets come flying from all sides.

Neon Knights is a Dungeon & Dragons adventure optimized for four to six characters. The characters can begin the adventure on 4th or 5th level without needing to rebalance the encounters. To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) and a copy of Eberron: Rising from the Last War (E:RLW).

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Curious Creatures of the Frostlands Product Image on DriveThru
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Seven monsters to add to your cold-themed adventures!

The frostlands of Fenrilik are desolate, unforgiving, and severe; however, there are creatures that call this frozen wasteland home. Various tribes speckle the domain, and even a few towns have sprung up, despite the harsh conditions.

There are others that thrive in the cruel landscape of the frostlands–those that do not find solace in civilization, but desire to live in the unmerciful places of ice and snow. Creatures capable of living in such grim circumstances are innately durable–some incredibly dangerous.

This resource presents but just a few of the monsters rumored to exist in the frostlands of Fenrilik. Use the following monsters as inspiration for encounters or quests in your own group’s adventures.

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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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The Malady Codex IV: Diseases of Icewind Dale DMsGuild Product Image
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This supplement is written by medical students with a love for tabletop roleplaying games. Inspired by the vast array of diseases, and the medieval myths that once surrounded them, we embarked on a mission; to enrich other worlds with fantastical diseases.

Deep in each civilization’s roots, there are myths, remedies, and folklore, all revolving around the ailments that affect its people. When each Dungeon Master wants to expand on the details of the societies that unfold before their very eyes, tools that spice up the process become a vital weapon. This supplement will hopefully become one of them, as DMs become inspired by the grim, epic or mundane conditions of the human body and mind.

This fourth installment of the Malady Codex focuses on diseases that affect those who explore the frozen tundra and the far north. With them, you can bring a fantastical sense of realism to your Icewind Dale adventures. These wastelands of ice and snow are full of wonders and dangers, and you can showcase both with these storytelling tools.  

Do not underestimate diseases. Part of the Dungeon Master’s art is to be able to stir feelings up in their players, and few human conditions could accomplish that better. Used as a way to advance a storyline, to expand a character arc or to create conflict, the following stories can serve you well!

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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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