Hottest stuff at DM’s Guild

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  • Quick Dungeons 2: Lair of the Ooze Lord

    Publisher: Dungeon Masters GuildDon and rsquo;t let the name fool you! and nbsp; Quick Dungeons are complete dungeons filled with monsters and other encounters such as traps and puzzles. While they are not exactly complete adventures, the dungeon comes with a Player map, a DM map and a Map Key with numbered encounters, descriptions and even boxed text. A short backstory is also included to help you give your players a quick hook to jump right into the action. Quick Dungeons can be played as one shot adventures or they can easily be added as a side quest to your existing campaign. The maps are filled in and ready to explore. All you have to do is hook your players and get them to the dungeon. QD002: Lair of the Ooze Lord is made for a 2nd tier group of players and presents a challenge as the players have to learn how to fight difficult enemies that not only damage them but their weapons too. Get the Fantasy Grounds Version at the link below! Also Available from Patrick E. Pullen and nbsp; and nbsp; and nbs […]

  • CCC-DDSC-02 A Fool and His Gold

    Publisher: Dungeon Masters GuildDr. Jubal and his Carnival of Curiosities left The Stop almost a tenday ago. When one of the circus wagons is found abandoned, folks fear the worst. Brave heroes are needed to find out what has become of the good Doctor and his troupe. Are you up for the challenge? […]

  • CCC-DDSC-01 Murder at The Stop

    Publisher: Dungeon Masters GuildWith the repeal of the Law of Humanity, things have changed in the Hillsfar surrounds, and not necessarily for the better. The farming village of The Stop is no exception. The Red Plume Soldiers have withdrawn their presence and no one is left to maintain order. When things get out of hand, a noble representative of the people and the law is required. A 4-hour adventure for 1st-4th Level Characters. and nbsp; As bonus content, this adventure also provides a city guide of The Stop, which can be used to launch other adventures, including most of the season-3 D and amp;D Adventurers and nbsp;League adventures. and nbs […]

  • Better Legends Illustrated Equipment Packs

    Publisher: Dungeon Masters GuildThe Better Legends Equipment Pack is an illustrated bundle of the adventuring gear packs as listed in the Player's Handbook. Use them to give visually minded players a better idea of the gear that comes in their packs. All packs were drawn by Sam Mameli. […]

  • The Ooze Chambers of Emirikol

    Publisher: Dungeon Masters GuildThe legendary spellcaster Emirikol the Chaotic has turned the region into a wild magic zone, a place where all magic goes awry. The only way to put things back to normal is to retrieve the source of the problem deep inside the Ooze Chambers of Emirikol! This adventure is for 4th level characters and can be run on its own or as part 3 of the Litany of Arrows adventure path. This adventure contains: 2 pages of new magic items. 8 new monsters and NPCs. A full write-up of Bwimb II, the Paraelemental Princess of Ooze, an entity referred to in many D and amp;D products but never fully fleshed out. Stats for the 3rd edition iconic heroes Regdar and Mialee, who play a major role in this adventure. Over 10 pieces of original art. Full color maps, tagged and untagged. A special page for the player who obtains the Ooze Fist of Emirikol. This adventure builds on the story begun in the platinum-selling Castle of Corellon and the follow-up, Warpath of Gruumsh. […]

  • Spellbound (2e)

    Publisher: Wizards of the CoastThe treasures and excitement of the Unapproachable East invite the courageous, yet strangers are never welcomed! This campaign expansion for Forgotten Realms explores the eastern regions of Thay, Aglarond, and Rashemen. Product History Spellbound (1995), by Anthony Pryor, is a boxed supplement for the Forgotten Realms. It was published in June 1995. About the Title. Though you'd never guess it from the name, Spellbound is a geographical sourcebook. TSR was clearly aware of the issue because they added a teeny subtitle: and quot;Featuring the Realms of Thay, Aglarond, and Rashemen and quot;. About the Cover. So what do you put on the cover of a boxed supplement covering three different countries? How about an iconic person from each. That appears to be Szass Tam, the Thay Zulkir of Necromancy, to the left and perhaps a masked witch of Rashemen (possibly Lady Yhelbruna) to the right. By the process of elimination, that puts the Simbul in the middle, though she looks different from her other depictions. The issue may be cover artist Fred Fields' use of models for some of his characters. In fact, you'll notice that the Simbul of Spellbound looks similar to the Alias of the novel Masquerades (1995). It's likely that his wife was the model for both. Origins: The Newest Realms Box. Following the release of the Revised Forgotten Realms Campaign Setting (1993), TSR began publishing chunky geographical sourcebooks covering more material and more acreage than ever before. FRS1: The Dalelands (1993) was the first of this new breed of sourcebook. Spellbound (1995) upped the stakes even more, because it was the first boxed supplement to cover several different realms, here Aglarond, Rashemen, and Thay. It would be followed by three similar releases, covering a huge swath of forgotten realms between them: The North: Guide to the Savage Frontier (1996), Lands of Intrigue (1997), and Empires of the Shining Sea (1998). Adventure Styles: Encounters. The first adventure in Spellbound, and quot;Throne of Deceit and quot;, is largely an episodic encounter adventure, with the players faced with one challenge after another. Adventure Tropes: On the Road. Journeys along roads are a common methodology for creating episodic encounters. Such a journey can be found in the early parts of and quot;Throne of Deceit and quot;, along and quot;The Road to Rashemen and quot;. The adventure then repeats the trope with and quot;The Road to Tharfenhal and quot;. Adventure Styles: Locales. The second adventure, and quot;The Runes of Chaos and quot;, is more locale based, with open maps for a farm and then for a couple of underground delves. Expanding D and amp;D. What a difference five years makes. Early 2e Realms boxes like The Horde Barbarian Campaign Setting (1990) had nary a rule in them. Spellbound instead adds (a little) crunch to the setting with a trio of character kits for Thay and Rashemaar. New spells and new magic items fill out the crunch (but were much more common for the Realms, thanks to Greenwood's long-standing interesting in them). Eras of the Realms: 1368 DR. The Year of the Banner. Exploring the Realms: Agalarond. Aglarond was first explored in about two pages of the one and only Forgotten Realms Newsletter (Summer 1988), including a hand-drawn map by Ed Greenwood. A page on the land then made its way into FR6: and quot;Dreams of the Red Wizards and quot; (1988). The one other major source on Aglarond was FOR6: The Seven Sisters (1995), which of course featured its ruler, The Simbul. Now, Spellbound offers considerable detail on the land, with particular attention on its largest city, Velprintalar. Exploring the Realms: Rashemen. The realm of Rashemen had gotten even less attention prior to Spellbound. There was about a page for it in FR6: and quot;Dreams of the Red Wizards and quot; too. Again, there's considerable detail in Spellbound, particularly for the capital city of Immilmar. Exploring the Realms: Thay. Thay was the one country that had previously received an entire sourcebook, which was of course FR6: and quot;Dreams of the Red Wizards and quot;. Here, Thay's largest city, Bezantur, gets the longest description of any city, including over 60 keyed locations. Exploring the Realms: Thesk. Thesk is another country of the Unapproachable East. It doesn't receive any source material here, but the and quot;Throne of Deceit and quot; adventure includes a trip across the realm. Artifacts of Note. A magic sword named Hadryllis is rather casually handed over as loot at the end of and quot;Throne of Deceit and quot;. It's an actual artifact that gets a more comprehensive description in Champions of Valor (2005). NPCs of Note. Spellbound is full of notable NPCs from these countries. Thay details many of its Zulkirs, including of course Szass Tam. The Simbul isn't statted up for Aglarond, presumably because she was in The Seven Sisters, but you will find The Masked One and others. Finally, Rashemen features a number of witches, including Lady Yhelbruna. About the Creators. Author Anthony Pryor wrote extensively for TSR from 1991-1996. 1994 was Pryor's major year of Forgotten Realms work. He contributed to five different Realms projects, most notably including the entire Marco Volo trilogy of adventures (1994). Then, his work continued into 1995, with Spellbound. About the Product Historian The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of and nbsp;Designers and amp; Dragons and nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com. […]

  • Ruins of Zhentil Keep (2e)

    Publisher: Wizards of the CoastVisit the Heart of the Black Network Known throughout the Realms as the headquarters of the Zhentarim, Zhentil Keep has long been a trade hub, a seat of power, and a nest of corruption at the edge of the Moonsea. This set details Zhentil Keep in the days of Band the Black Lord, before the Time of Troubles. It also presents the new Zhentil Keep, a city nearly destroyed by the insane Cyric, Prince of Lies. This campaign expansion contains: A 128-page sourcebook detailing the old and new Zhentil Keep, the history of the city, the sinister Black Network, and important villains. A 64-page adventure book with three new perilous adventures that take heroes into Zhentil Keep, under it, and to nearby communities. A Monstrous Compendium Appendix containing 16 new creatures. Three maps depicting the old Zhentil Keep, the new Zhentil Keep, and the activities of the malevolent Zhentarim. Eight cards describing areas containing some of the most nefarious NPCs and monsters ever to be associated with Zhentil Keep. Enter and beware! Product History Ruins of Zhentil Keep (1995), by Kevin Melka and John Terra, with David and quot;Zeb and quot; Cook and Ed Greenwood, is a boxed supplement detailing Zhentil Keep. It was published in March 1995. About the Cover. The cover shows three northern adventurers confronting a burnbones and mdash; an undead cleric of Cyric who suffered a minor mishap in Cyric's early days as a deity. Author Kevin Melka still has a framed photograph of this cover over his desk at home. Origins (I): A Classic Foe. The Zhentarim of Zhentil Keep were a constant presence in Ed Greenwood's original Forgotten Realms campaign. The Knights of Myth Drannor fought Zhentilar troops, Priests of Bane, and Zhentarim magelings and wizards. They rooted out secret Zhent agents. They faced magically-animated foes such as the Zhents' helmed horrors and their allies such as dark naga and banelar. The Knights defended Shadowdale from Zhent invasion many times, for the Zhentarim were determined and quot;to reduce Shadowdale to helplessness through attrition and quot;. They even assaulted Zhentil Keep and killed high-ranking Zhentarim and quot;to show Manshoon we could take the battle to him whenever we felt like it and quot;. The Knights knew well the Zhentarim's primary goal, which was and quot;to enrich themselves by establishing and controlling the shortest, and therefore most economical, overland trade route between Zhentil Keep (and the mineral resources of north-of-the-Moonsea) and the Sword Coast and quot;. It seems so innocent, but combine that with evil worship of Bane (and later Cyric) and things go rapidly wrong. Origins (II): A History of the Zhentarim. D and amp;D players first heard of Zhentil Keep in Ed Greenwood's and quot;Seven Swords and quot; article, in Dragon #74 (June 1983). As with most early Realmslore, it's just an offhand reference, here to a locale visited by a mercenary general. The Zhentarim appear more notably in the Forgotten Realms Campaign Set (1987). They in fact infiltrate the book, appearing in references throughout the cyclopedia. The Zhentarim are described as and quot;an organization of evil and lawful individuals and quot;. Their goals are laid out, as are their plans to assume political control of the area to support their trade route. Zhentil Keep is also highlighted as and quot;the base of the Zhentarim and quot;. Fans learned even more of the Zhentarim in Ed Greenwood's early Forgotten Realms novels. Spellfire (1987) introduced them, including named characters like Fzoul and Manshoon, and also revealed their connections to many nefarious groups. Years later, Crown of Fire (1994) detailed the increasing rift between the leaders of the Zhentarim, something that would grow in the late '90s. Meanwhile, in the roleplaying line, Forgotten Realms Adventures (1990) offered a few more pages on the Zhentarim and its leaders. Surprisingly, it was the generic Castles (1990) boxed set that first detailed one of the Zhentarim's strongholds, the Darkhold. However, fans would have to wait for a few more years to get an in-depth view of Zhentil Keep itself, in five and quot;Everwinking Eye and quot; articles written by Ed Greenwood for Polyhedron #82 (April 1993) through Polyhedron #86 (August 1993). Some of that material would reappear here, in Ruins of Zhentil Keep (1995). Origins (III): A Lying Prince. Zhentil Keep suffered massive changes in James Lowder's Prince of Lies (1993). Cyric had become the god of Zhentil Keep following the Time of Troubles, but now he was threatening the Keep with an army of monsters as part of a machination. A siege followed, resulting in the destruction of much of the city! Origins (IV): A New Sourcebook. Which at last brings us to Ruins of Zhentil Keep. It was part of the series of original supplements that followed the release of the Forgotten Realms Campaign Setting (1993), but more notably it was the Realms' newest big, ruined locale, after The Ruins of Undermountain (1991), The Ruins of Myth Drannor (1993), and The Ruins of Undermountain II: The Deep Levels (1994). Origins (V): A Changing Author. Ruins of Zhentil Keep was begun by David and quot;Zeb and quot; Cook, who wrote the first 10,000 words or so. However, he then gave his notice to go work at Magnet Interactive (and shortly thereafter, Interplay). Kevin Melka and John Terra were thus brought in to finish the project. Melka wrote the historic background and the first two adventures, while Terra wrote the modern-day material and the third adventure. They were able to work well together because they'd known each other as RPGA authors before moving on to TSR freelance projects. As for Ed Greenwood: he remained involved as one of the authors' main resources. Melka remembers hour-long phone calls to Ed Greenwood, which was expensive in those days. Add that to calls with Terra on the east coast, and you end up with a very large phone bill! Adventure Styles: Encounters and amp; Locales. The adventures are a mix of styles. and quot;Felled Hopes and quot; is largely episodic encounters, while and quot;Buying Time and quot; starts out that way. Meanwhile, and quot;Sinister Conviction and quot; and the latter part of and quot;Buying Time and quot; are pure locale-based dungeon crawls, set in the passages, sewers, and caverns beneath Zhentil Keep. Eras of the Realms: 1357 DR / 1369 DR. The non-ruined Zhentil Keep is detailed in 1357 DR, just before Bane's fall in the 1358 DR Time of Troubles. The ruined Zhentil Keep is detailed in 1369 DR, just after Cyric's fall in the 1368 DR events of Prince of Lies. Exploring the Realms: Zhentil Keep. The main focus of Ruins of Zhentil Keep is of course on Zhentil Keep and the Zhentarim, in the two different eras noted. The sewers of Zhentil Keep appear in multiple adventures. There's also lesser details on the Darkhold and the Citadel of the Raven. Exploring the Realms: The Dalelands. The Dalelands get a little bit of attention in and quot;Felled Hopes and quot;, including details on the otherwise unknown village of Snowmantle, in the Border Forest north of Daggerdale. Monsters of Note. Zhentil Keep features several new monsters, including the nature elemental and variants of gargoyles and golems. However, the most thematic monsters for the Realms are probably the banelich and the burnbones, related to Bane and Cyric, respectively. NPCs of Note. Ruins of Zhentil Keep is full of interesting NPCs, obviously starting with leaders of the Zhentarim such as Manshoon and Fzoul Chembryl. The two would get even more attention in Cloak and amp; Dagger, following the 1370 DR start of the Manshoon Wars. There's also a lot of detail on the gods, highlighting the changes resulting from Prince of Lies. Cyric is now mad while Kelemvor has risen up as the newest lord of the dead. Iyachtu Xvim, the alleged son of Bane, also gets some attention, including in the third adventure, and quot;Buying Time and quot;. Finally, the fate of Mask is finally revealed: he's lost most of his powers and is fleeing across the Gray Wastes. Prince of Lies author James Lowder says this wasn't what he originally intended: and quot;As for Mask, TSR and I have different thoughts on that. I wrote an article for Dragon magazine about the gods post-Prince, but it was killed before publication. and quot; So it goes in shared settings. About the Creators. Melka is best-known as the lead for the second iteration of the Dark Sun campaign; he'd later coauthor one other Realms book, Cormanthyr: Empire of the Elves (1998). Terra is a freelancer for wrote for many publishers; that same year he also authored The Moonsea (1995). About the Product Historian The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of and nbsp;Designers and amp; Dragons and nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com. […]

  • Castles Forlorn (2e)

    Publisher: Wizards of the CoastTime Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Product History Castles Forlorn (1993), by Lisa Smedman, is a boxed supplement for Ravenloft. It was published in September 1993. About the Cover. Doesn't that look a lot like the Loch Ness Monster on the cover? In fact it's Aggie, a denizen of Forlorn who points toward the Scottish origin of the realm. Origins: Continuing Ravenloft. Castles Forlorn is the third boxed set for the Ravenloft line, following Ravenloft: Realm of Terror (1990) and Forbidden Lore. However, where the two previous boxed sets were core references for the setting, Castles Forlorn is instead a detailed description of a single domain (along with adventures set in that domain). This is the only such book-length depiction of a whole domain, though the seventh box, The Nightmare Lands (1995), comes close. Adventure Styles: Sandbox. The first adventure, and quot;Eve of Sorrows and quot;, is very freeform. The players explore Castle Tristenoira. There are piles of haunting events and suggested encounters for the various NPCs, but the GMs (and players) get to decide how to fit it all together. Adventure Tropes: Explore the Castle. Exploring a castle, as opposed to a more traditional dungeon, is a Ravenloft trope going back to I6: and quot;Ravenloft and quot; (1983). Adventure Tropes: Timey Wimey. The most amazing element of and quot;Eve of Sorrows and quot; is that it's heavily focused on time travel and mdash; and time travel at its most timey-wimey. The players will iterate between three different time period as they explore the castle(s) and may even change the past and influence future events, all based on what they do in the different eras. If anything, this trope makes the adventure more of a sandbox, because of the high-level of agency involved with changing time. Adventure Styles: Formatted Encounters. The last book in Castles Forlorn, and quot;Melancholy Meetings and quot; contains a number of standalone encounters, each carefully organized with and quot;background and quot;, and quot;setup and quot;, and quot;complications and quot;, and and quot;resolutions and quot; and mdash; an idea perhaps linked to the Dark Sun flipbooks (1991+) which had similar organizations. About the Miniatures Tie-In. Ral Partha produced D and amp;D miniatures from 1987-1997 and in that time produced three boxed sets for the Ravenloft line as well as about 25 blister packs. One of those was linked directly to a Ravenloft product, the Raveloft: Castle Forlorn set. Though it's missing an and quot;s and quot;, it's clearly tied to Castles Forlorn, as it includes figures for Tristen ApBlanc, Mark ApBlanc, Shelaugh the Druid, and others. Eras of Ravenloft: 735 BC. Parts of the adventure are set in earlier time periods, including the era after the second castle entered Ravenloft, from 547 BC to 622 BC. Exploring Ravenloft: Forlorn. Forlorn first appeared as a core domain in Ravenloft: Realm of Terror (1990), where it got a rather terse description, noting that it was ruled by a ghost and was otherwise largely empty. Here, Forlorn gets a rather comprehensive description. In fact, with a full 96-page sorucebook, it's the most extensive description of a Ravenloft domain around. The lands of the domain are extensively detailed, as is its history, its lord, and it denizens. Castle Tristenoira, within Forlorn, gets a room-by-room description. Blowing Up the Canon. The Scottish Castle of Forfarmax, which would appear in and quot;Castles of the Night: Ghost and quot; (1997) sure feels like it has a lot in common with Forlorn. It even shares the original name of the domain: Forfar. However, it's not explicitly set in this domain. White Wplf's Ravenloft Gazetteer Volume I (2002) would incorporate the second castle into the setting, on the borders of Forlorn. Monsters of Note: Ghosts and amp; Goblyns. Castle Forlorn obviously offers a spotlight for the ghosts of Ravenloft, from ghostly lord Tristen ApBlanc on down. Van Richten's Guide to Ghosts (1992) is even suggested as an important resource. However, the domain is also home to goblyns, the hideously transformed original inhabitants of the land. NPCs of Note. Tristen ApBlanc, the ghostly lord of Forlorn is at the heart of the domain (and its adventures) and mdash; and nbsp;offering Ravenloft players yet another opportunity to test the mettle of a dark lord. Numerous other NPCs are detailed in the extensive sourcebook, including druid Shelaugh and a variety of Forlorn ghosts. About the Creators. Smedman was Ravenloft's most prolific adventure writer for Ravenloft in the mid '90s, following her debut on Castles Forlorn (1993). Her work would continue into 1996 with the Grim Harvest trilogy. About the Product Historian The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of and nbsp;Designers and amp; Dragons and nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com. […]

  • Quick Dungeons 001: The Hidden Tomb (Fantasy Grounds)

    Publisher: Dungeon Masters GuildDon and rsquo;t let the name fool you! Quick Dungeons and nbsp;are complete dungeons filled with monsters and other encounters such as traps and puzzles. While they are not exactly complete adventures, the dungeon comes with a Player map, a DM map and a Map Key with numbered encounters, descriptions and even boxed text. A short backstory is also included to help you give your players a quick hook to jump right into the action. Quick Dungeons and nbsp;can be played as one shot adventures or they can easily be added as a side quest to your existing campaign. The maps are filled in and ready to explore. All you have to do is hook your players and get them to the dungeon. Quick Dungeons and nbsp;can be played as one shot adventures or they can easily be added as a side quest to your existing campaign. The maps are filled in and ready to explore. All you have to do is hook your players and get them to the dungeon. QD001: The Hidden Tomb and nbsp;is made for a beginning group of players and presents a challenge as the players have to learn how to navigate and fight in tight quarters. Explore a forgotten knight's tomb to find a magical weapon and and nbsp;find out the knight's buried secret. Get the PDF version below. Other Quick Dungeons - and nbsp; and nbsp; and nbs […]

  • Quick Dungeons 1: The Hidden Tomb

    Publisher: Dungeon Masters GuildDon and rsquo;t let the name fool you! and nbsp; Quick Dungeons are complete dungeons filled with monsters and other encounters such as traps and puzzles. While they are not exactly complete adventures, the dungeon comes with a Player map, a DM map and a Map Key with numbered encounters, descriptions and even boxed text. A short backstory is also included to help you give your players a quick hook to jump right into the action. Quick Dungeons can be played as one shot adventures or they can easily be added as a side quest to your existing campaign. The maps are filled in and ready to explore. All you have to do is hook your players and get them to the dungeon. and nbsp;QD001: The Hidden Tomb is made for a beginning group of players and presents a challenge as the players have to learn how to navigate and fight in tight quarters. Explore a forgotten knight's tomb to find a magical weapon and and nbsp;find out the knight's buried secret. Get the Fantasy Grounds Version at the link below! Also Available From Patrick E. Pullen and nbsp; and nbsp; and nbsp; and nbsp; and nbs […]

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